Kharadron Overlords – Warscrolls


Infantry Hero


KHARADRON OVERLORDS WARSCROLL
Aether-Khemist
4"
5
4+
2
Aether-Khemists are experts in the location and processing of aether-gold. At close quarters they control the air itself, altering the pressure of the local atmosphere by rapidly filling or venting the contents of their holding tanks. It is said that with the use of their aether-sensors, these master alchemists can quite literally sniff out the precious resource they seek, even when it proves otherwise impossible to detect. An Aether-Khemist fiddles with their instruments, their contribution to the battle seemingly minimal until the enemy finds the air sucked from their lungs. At the push of a button, gaseous chemicals, refined and toxified at need, can be belched out in an esoteric attack – so potent is this killing cloud that it can melt flesh from bone in seconds. Last of the Aether-Khemist’s tricks is the method of maximising the killing power of their comrades’ guns. By releasing a shimmering blanket of golden chem-fog, they can optimise the aethershot of their entourage, enabling each blast to rip through even thick metal plate with ease.
KHARADRON OVERLORDS WARSCROLL
Aether-Khemist
RANGED WEAPONS
RngAtkHitWndRndDmg
Atmospheric Anatomiser [Shoot in Combat]
Atmospheric Anatomiser
Shoot in Combat
8"3D64+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Heavy Instruments
Heavy Instruments34+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Once Per Turn (Army), Your Shooting Phase
AETHERIC AUGMENTATION: An Aether-Khemist can use their Anatomiser to augment the weapons of nearby skyfarers.

Declare: Pick a friendly KHARADRON OVERLORDS INFANTRY unit wholly within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+, add 1 to the Rend characteristic of the target’s ranged weapons for the rest of the turn.

Any Combat Phase
ATMOSPHERIC ISOLATION: At the push of a button, the Aether-Khemist’s Anatomiser creates a vacuum around themselves, suffocating their foes.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, subtract 1 from hit rolls for the target’s combat attacks for the rest of the turn.

KEYWORDS
HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Aetheric Navigator
4"
5
3+
2
The airfleets would be lost without their Aetheric Navigators. The extensive array of lenses, gauges and barometric isolators used by these eccentric wayfinders can boggle the mind. By tipping the balance of the meteorological currents they are able to influence the winds themselves, speeding up their own ships whilst battering the aerial forces of their rivals with heavy gales and vicious squalls. Those same winds have aetheric power and, if correctly manipulated, can smother an arcane flame or banish a murder of summoned vorcrows in a scattering of feathers. When all else fails, the Aetheric Navigator is not above using their heavy ranging pistol to plot a far bloodier course to victory. In the shifting skies of the realms, especially those of mercurial Chamon, a change of heading can be disastrous; keeping the skyfleet on course is a heavy responsibility for the Aetheric Navigators. Drifting off-course can lead the incautious through hidden realmgates or tears in the fabric of the realms, into the path of a metal-slashing Aethervoid Pendulum or a sudden maelstrom. More subtle but no less certain to cause an airfleet’s downfall is the simple absence of aether-gold.
KHARADRON OVERLORDS WARSCROLL
Aetheric Navigator
RANGED WEAPONS
RngAtkHitWndRndDmg
Ranging Pistol [Shoot in Combat]
Ranging Pistol
Shoot in Combat
10"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Zephyrscope
Zephyrscope33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Passive
AETHERSIGHT: Aetheric Navigators can unpick enemy spells by harnessing the arcane jet streams.

Effect: This unit can use Unbind abilities as if it had WIZARD (1).

Once per Turn (Army), Your Hero Phase
READ THE WINDS: Navigators can signal to nearby Kharadron airships, helping them to steer into prevailing currents.

Declare: Roll 6 dice. For each 1, pick a visible enemy unit within 18" of this unit to be an enemy target. For each 6, pick a visible friendly SKYVESSEL within 18" of this unit to be a friendly target.

Effect: Inflict D3 mortal damage on each enemy target. If any damage points are allocated to an enemy target by this ability, halve its Move characteristic until the start of your next turn.

Add 3" to the Move characteristic of each friendly target until the start of your next turn.
KEYWORDSCORE

KEYWORDS
HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Arkanaut Admiral
4"
6
3+
2
The Admirals of the airfleets are courageous figures with stout hearts and unbending willpower. It is by the wit and the word of each Admiral that their crew prospers or flounders – but more than that, when out in the realms’ wild skies, it is the difference between life and death. Admirals are at the bleeding edge of the fierce meritocracy of Kharadron society. Each works their way up from the ranks of the Arkanauts to the position of Captain through sheer consistent excellence, and then they have to pass a stringent examination before the Admirals Council before taking their vaunted rank. Their knowledge is far from purely theoretical, as any who have seen them swinging their skalfhammers will attest – powered by their backpack-mounted generators, these weapons can crack a ship’s hull with ease. Should the Admiral thrive by balancing the right amount of daring with enough hard won wisdom, they will accrue more and more shares. Should they fall behind, they might find themselves having to sell off their assets and even their ships. This tends to lend each Admiral a serious gravitas; in matters of war and trade alike, they are cold as stone and unyielding as titanium.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Admiral
RANGED WEAPONS
RngAtkHitWndRndDmg
Masterwork Volley Pistol [Shoot in Combat]
Masterwork Volley Pistol
Shoot in Combat
10"33+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Skalfhammer
Skalfhammer33+2+13
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, Any KHARADRON OVERLORDS

Your Hero Phase
ALWAYS TAKE WHAT YOU ARE OWED: Following the decrees of the Code, the Admiral directs their fleet in the pursuit of profit and glory.

Declare: Pick a friendly Arkanaut Company unit wholly within 12" of this unit to be the target.

Effect: Add D6 to the target’s control score until the start of your next turn.

Once Per Battle (Army), Your Shooting Phase
’BRING EVERY GUN TO BEAR’: At the Admiral’s order, the skyvessel is steered into position to deliver a devastating salvo.

Declare: Pick a friendly SKYVESSEL wholly within 24" of this unit that is not in combat to be the target.

Effect: Add 1 to the Attacks characteristic of the target’s ranged weapons for the rest of the turn.

Once Per Battle (Army), Deployment Phase
THE ADMIRAL’S FLAGSHIP: Every Admiral designates one of their vessels in the airfleet to be their flagship.

Declare: This unit can use this ability even if it is in reserve. Pick an Arkanaut Ironclad or Arkanaut Frigate in this unit’s regiment to be the target. You can pick a unit that is in reserve.

Effect: For the rest of the battle, each time the target uses the ‘All-out Attack’ command while this unit is wholly within 12" of it, no command points are spent.

KEYWORDS
HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Brokk Grungsson
Lord-Magnate of Barak-Nar
12"
8
3+
2
To the victor go the spoils: this is the mantra of Brokk Grungsson, Lord-Magnate of Barak-Nar. It is this tenet that leads him to the white-hot crucible of every fight to wrest bountiful rewards. As the richest duardin on the sky port, he ranks just below the Admirals Council, allowing Brokk to call upon a fleet of hundreds of ships and ten times that number of Kharadron in times of need. He strides through it all at the fore, clad in a warsuit packing enough firepower to fell an ogor in a blistering fusillade. Grungsson’s eye for weakness is penetrating, his natural opportunism honed to a rapier-fine point. His encyclopaedic knowledge of the Kharadron Code have seen him tie veteran Codewrights in knots of logic. In the furore of battle, Grungsson is a formidable prospect. He descends from the skies on one of the most advanced endrin-rigs yet devised. The suit’s inbuilt cannon, Grungsson’s Boast, is able to arm itself independently, and at the twitch of Brokk’s finger spits devastating salvoes as he takes his whirring aethermatic saw to the flesh of the foe. Whatever Grungsson does, he does with style. Those who have seen him slay rampant orruk Brutes with blistering shots from his moustache-mounted aetherblasters can attest to the fact that even in the heat of battle he has an undeniable panache.
KHARADRON OVERLORDS WARSCROLL
Brokk Grungsson
Lord-Magnate of Barak-Nar
RANGED WEAPONS
RngAtkHitWndRndDmg
The Magnate’s Charter [Shoot in Combat]
The Magnate’s Charter
Shoot in Combat
12"63+3+12
Grungsson’s Boast
Grungsson’s Boast18"13+2+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Brokk’s Aethermatic Saw
Brokk’s Aethermatic Saw53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 270
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, Any KHARADRON OVERLORDS

Any Combat Phase
FIRST RULE OF GRUNGSSON: When Brokk Grungsson leads his warriors into battle, he reminds them of his first and most significant commentary on the Code.

Declare: Pick up to 2 other friendly SKYFARER units within this unit’s combat range to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.

Once Per Battle, Your Movement Phase
COMMAND THE FLEET: Brokk’s preferred strategy is to instruct his fleet before leading his Skyriggers on bold manoeuvres to vanquish the enemy.

Declare: Pick up to 3 visible friendly SKYVESSELS wholly within 24" of this unit that are not in combat to be the targets.

Effect: Each target can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

End of Any Turn
MOUSTACHE-MOUNTED AETHERBLASTERS: These custom aetherblasters deal short-range volleys of devastating fire.

Declare: Pick an enemy unit 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
WARMASTER, UNIQUE, HERO, INFANTRY, FLY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Codewright
4"
5
3+
2
There are some Kharadron who can boast an eidetic recall of the Code. These savants do not purely parrot information to their fellows, but rise through the ranks by virtue of insight, knowledge and a canny eye for the parts of their people’s constitution that allow profitable improvisation. Having memorised the Code’s every amendment, they understand its nuance better than any other. Their brains are organised like meticulous blueprints, each with its own chambers, cellars and hidden compartments corresponding to the Code’s rules and exceptions. When a new amendment is learned, the landscape of their mind changes accordingly. The crewmates of such legal wizards fight all the harder when they know their shares will rise as a result, and a Captain is always grateful for any loophole through which they can sail their vessel to a better payday. Hefting the complex apparatus known as a ledger domain on their shoulders, the Codewright relies on his pistol in battle, though many a heavy book wielded in anger has broken an enemy’s spine in its turn. That which they lack as warriors they more than make up for in terms of judicial mastery, their Captains and Admirals making full use of every opportunity for profit they provide.
KHARADRON OVERLORDS WARSCROLL
Codewright
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershot Pistol [Shoot in Combat]
Aethershot Pistol
Shoot in Combat
10"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Battletome
Battletome34+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 90
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Once Per Turn (Army), Your Hero Phase
ADVISORY ROLE: With the right tome at their fingertips, a shrewdly worded recommendation from a Codewright can have as much of an impact on a battle as a direct order from an Admiral.

Declare: Pick up to 3 visible friendly KHARADRON OVERLORDS units to be the targets.

Effect: Roll a dice for each target. On a 3+, pick 1 of the following effects to apply to that target for the rest of the turn:

Seek New Prospects: Add 2 to the target’s control score.

Don’t Argue With the Wind: Add 1 to run rolls and charge rolls for the target.

There’s No Trading With Some People: No mortal damage is inflicted on the target by RETREAT abilities.

KEYWORDS
HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Drekki Flynt
4"
6
3+
2
Rogue, ne’er-do-well, gambler, and adventurer, Captain Flynt of Barak-Mhornar is as infamous as they come. The utterance of his name is a potent curse in several sky-ports and the cause for raised tankards in several more. He has stolen as much as he has earned, damaged as much as he has salvaged and drunk enough ale to kill a Mega-Gargant in the process. Dismayed at his one true love spurning him, Drekki left his sky port in disgrace, taking his beloved ship the Aelsling with him. He went on to search for his lost father and brothers, all experienced sky-sailors who had disappeared after their search for the abandoned sky-port Barak-Thrund. His location of that ancient settlement and the realmgate beyond would see him make his fortune. Now, Drekki seeks to strike new seams for the Kharadron to exploit. He is a mean shot with his triple-barrelled pistol, laughing in triumph on those occasions he takes out three of his enemies in one shot. For larger prey he levels his harpoonlaunching axe, spearing vital organs before delivering the killing blow with its heavy blade.
KHARADRON OVERLORDS WARSCROLL
Drekki Flynt
RANGED WEAPONS
RngAtkHitWndRndDmg
The Aethermatic Equaliser Mk. III [Shoot in Combat]
The Aethermatic Equaliser Mk. III
Shoot in Combat
10"2D63+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Grunnsson’s Axe [Anti-MONSTER (+1 Rend)]
Grunnsson’s Axe
Anti-MONSTER (+1 Rend)
43+3+22
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, 0-1 Arkanaut Frigate, Any INFANTRY

Deployment Phase
CAPTAIN OF THE AELSLING: Manned by a motley crew of ne’erdo- wells, Drekki’s pride and joy is the Aelsling, said to be the fastest vessel in Barak-Mhornar.

Declare: This unit can use this ability even if it is in reserve. Pick an Arkanaut Frigate in this unit’s regiment to be the target. You can pick a unit that is in reserve.

Effect: The target has the AELSLING keyword. Add 1 to the Damage characteristic of the target’s melee weapons for the rest of the battle.

End of Any Turn
AUXILIARY SKYHOOK: Drekki’s axe is custom-fitted with a small skyhook that can skewer beasties that stray too close.

Declare: Pick an enemy MONSTER 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.

Passive
SHE CAN HANDLE IT!: Drekki has an intimate knowledge of the Aelsling’s quirks and capabilities, and does not shy from encouraging his crew to push her to her limits.

Effect: You can re-roll run rolls and charge rolls for the AELSLING while this unit is within its combat range.

KEYWORDS
UNIQUE, HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Endrinmaster
with Dirigible Suit
12"
8
3+
2
When a skyvessel is damaged in battle, the Endrinmasters are the ones who will dive into its sparking, hissing pipes and relays to put it right. Weighty presences on the ship’s deck in more ways than one, they are obeyed implicitly, for if the Endrinmaster fails in their duty, the ship may well plummet out of the sky and kill everyone on board. The Endrinmasters thankfully have no shortage of weapons with which to protect themselves. In their right hand they typically carry an aethermight hammer, as useful for smashing in orruk skulls as it is for hammering dents from a battered skyvessel’s hull. Manipulators, drills and even the laser-emitting monocles complete the assemblage. Some prefer to move from ship to ship via the means of a dirigible harness, its whirring turbines carrying them outside their skyvessels to make aerial repairs even as the fleet sails forth. Veritable walking workshops, Endrinmasters always have the right tool for the job – even if that job is swatting a Disc-riding Tzaangor from the skies or incinerating a manling traitor with a crimson beam from their high-technology goggle apparatus.
KHARADRON OVERLORDS WARSCROLL
Endrinmaster
with Dirigible Suit
RANGED WEAPONS
RngAtkHitWndRndDmg
Dirigible Suit Weapon Battery [Shoot in Combat]
Dirigible Suit Weapon Battery
Shoot in Combat
12"63+3+11
Aethercannon
Aethercannon18"13+3+23
MELEE WEAPONS
AtkHitWndRndDmg
Upgraded Aethermatic Saw
Upgraded Aethermatic Saw43+3+22
BATTLE PROFILE

Unit Size: 1      Points: 220
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Your Hero Phase
ENDRINMASTER: Endrinmasters are unsurpassed at keeping the skyvessels in a fleet battleworthy.

Declare: Pick a friendly SKYVESSEL within this unit’s combat range to be the target.

Effect: Roll a dice. On a 2+, Heal (3) the target.

Passive
BY GRUNGNI, I HAVE MY EYE ON YOU!: Endrinriggers will redouble their efforts to repair a skyvessel when they are overseen by an Endrinmaster.

Effect: Add 1 to field repairs rolls for friendly Endrinriggers units while they are wholly within 12" of this unit.

KEYWORDS
HERO, INFANTRY, FLY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Endrinmaster
with Endrinharness
4"
6
3+
2
When a skyvessel is damaged in battle, the Endrinmasters are the ones who will dive into its sparking, hissing pipes and relays to put it right. Weighty presences on the ship’s deck in more ways than one, they are obeyed implicitly, for if the Endrinmaster fails in their duty, the ship may well plummet out of the sky and kill everyone on board. The Endrinmasters thankfully have no shortage of weapons with which to protect themselves. Manipulators, drills and even the laser-emitting monocles complete the assemblage. Veritable walking workshops, Endrinmasters always have the right tool for the job – even if that job is swatting a Disc-riding Tzaangor from the skies or incinerating a manling traitor with a crimson beam from their hightechnology goggle apparatus. Endrinmasters are peerless combat mechanics well used to conducting emergency repairs in the white heat of battle. Many equip themselves with a strength-enhancing endrinharness that allows them to wield a fearsome aethermight hammer, as useful for smashing in orruk skulls as it is for hammering dents from a battered skyvessel’s hull.
KHARADRON OVERLORDS WARSCROLL
Endrinmaster
with Endrinharness
MELEE WEAPONS
AtkHitWndRndDmg
Aethermight Hammer
Aethermight Hammer34+2+23
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Once Per Turn (Army), Your Hero Phase
’AYE AYE, CAPTAIN!’: Under orders of the ship’s Captain, the Endrinmaster attempts to squeeze every bit of power out of a vessel’s endrin.

Declare: Pick a friendly SKYVESSEL within this unit’s combat range to be the target.

Effect: Roll a dice. On a 2+, for the rest of the turn:
  • The target can use a RETREAT or RUN ability and still use SHOOT abilities later in the turn.
  • No mortal damage is inflicted on the target by RETREAT abilities.

Your Hero Phase
ENDRINMASTER: Endrinmasters are unsurpassed at keeping the skyvessels in a fleet battleworthy.

Declare: Pick a friendly SKYVESSEL within this unit’s combat range to be the target.

Effect: Roll a dice. On a 2+, Heal (3) the target.

KEYWORDS
HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER

Infantry


KHARADRON OVERLORDS WARSCROLL
Arkanaut Company
4"
1
4+
1
The Arkanauts are the prime naval body of the sky-ports, weather-beaten and well used to a life of hardship. They carry out all the various duties of a skyvessel’s crew whilst being blasted by roaring aether-storms that can turn a duardin’s skin as brittle as glass. Their vision must be pinpoint, unclouded by laxity or ill health, to watch every cloud for sky raiders or supernatural beasts that seek to tear their vessels apart and prey on those inside. Should enemies come, it is the Arkanauts who take the brunt of the attack, manning the gunwales and discharging volleys from their aethershot pistols to blast the foe from the skies. It is during land battles, however, that the Arkanauts shine. When the skyvessels come in low, their target in sight, tight-knit teams of Arkanauts descend on heavy suspension cables. These duardin warriors fight hardest when retrieving rewards, eager to make their commission by increasing their shares. As they swing their cutlass-like Arkanaut cutters, their ship-mates overhead rain fire into those who would flank them. Those who wish to become Arkanauts must partake in a six-day set of trials, competing in military drills and aerial manoeuvres. The observing Captains bid for them via extensive contracts, whereupon the newcomers will undergo their rites of initiation before stepping aboard for the long haul.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Company
RANGED WEAPONS
RngAtkHitWndRndDmg
Light Skyhook [Anti-MONSTER (+1 Rend)]
Light Skyhook
Anti-MONSTER (+1 Rend)
15"14+3+2D3
Aethermatic Volley Gun [Crit (2 Hits)]
Aethermatic Volley Gun
Crit (2 Hits)
15"2D64+4+-1
Privateer Pistol [Shoot in Combat]
Privateer Pistol
Shoot in Combat
10"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Skypike [Crit (Mortal)]
Skypike
Crit (Mortal)
23+3+12
Arkanaut Hand Weapon
Arkanaut Hand Weapon24+4+-1
BATTLE PROFILE

Unit Size: 10      Points: 100
Base size: 25mm
Can be reinforced: Yes

Each model in this unit is armed with a Privateer Pistol and Arkanaut Hand Weapon.
  • 1/10 models can replace their Privateer Pistol with an Aethermatic Volley Gun.
  • 1/10 models can replace their Privateer Pistol with a Light Skyhook.
  • 1/10 models can replace their weapons with a Skypike.
  • The champion cannot replace their weapons.

Passive
GLORY-SEEKERS: All of the warriors that make up an Arkanaut Company are eager to win recognition for daring deeds.

Effect: Add 1 to hit rolls for this unit’s attacks that target an enemy unit contesting an objective.

KEYWORDS
INFANTRY, CHAMPION
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Endrinriggers
12"
2
4+
1
Easily recognisable by the spherical aether-endrins that bear them from ship to ship, Endrinriggers are charged with repairing the skyfleets and keeping them running. They often hitch alongside vessels by hanging onto gunwales and ports to travel between places that require their services most. They use mag-boots or grapnels to latch on to the sides of the ships and thereby conserve fuel for when their skills are most needed. The prospects of an Endrinrigger are good, for they report directly to the fleet’s Endrinmaster or even its Admiral. Only through merit and daring can a duardin progress through Kharadron society, and the Endrinrigger’s role affords plenty of opportunity for both. One who has seen to the repair of a mangled propeller rig during a harkraken attack, not only getting it spinning at optimal efficiency once more but emerging with all their fingers into the bargain, has enough cold steel in their nerves that one day they might well make the rank of Admiral. In battle, an Endrinrigger’s aether-powered tools become lethal weapons capable of punching through armour or messily sawing off limbs. Those foolish enough to attack an Endrinrigger at work may find a drill launcher boring into their armour or a skyhook ripping them apart.
KHARADRON OVERLORDS WARSCROLL
Endrinriggers
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethermatic Volley Gun [Crit (2 Hits)]
Aethermatic Volley Gun
Crit (2 Hits)
15"2D64+4+-1
Endrinrigger Heavy Weapon [Anti-MONSTER (+1 Rend)]
Endrinrigger Heavy Weapon
Anti-MONSTER (+1 Rend)
15"14+3+1D3
Rapid-fire Rivet Gun [Shoot in Combat]
Rapid-fire Rivet Gun
Shoot in Combat
10"33+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Aethermatic Saw
Aethermatic Saw34+3+2D3
Gun Butt
Gun Butt14+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 120
Base size: 32mm
Can be reinforced: Yes

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 an Endrinrigger Heavy Weapon (Grapnel Launcher, Skyhook or Drill Launcher) and Gun Butt.
  • The champion cannot replace their weapons.

End of Any Turn
EMERGENCY FIELD REPAIRS: Endrinriggers are expert mechanics, able to keep all of the skyvessels in a Kharadron fleet afloat even in the midst of battle.

Declare: Pick a friendly SKYVESSEL within this unit’s combat range to be the target.

Effect: Make a field repairs roll of D6 for each model in this unit. For each 4-5, Heal (1) the target. For each 6, Heal (2) the target.

KEYWORDS
INFANTRY, CHAMPION, FLY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Grundstok Thunderers
4"
2
3+
1
The elite duardin of the Grundcorps are the best of the best when it comes to blasting apart the enemy at range, though they are more than used to taking down the enemy at close quarters if needed until they are surrounded by piles of steaming corpses. The deafening cacophony of fusillades that herald the arrival of the Grundcorps Thunderers has become their namesake. Many will compete in battle to see whose painstakingly optimised weapon can cause the most destruction. Many are the tools available to the Grundstok Thunderers. Those that use aethershot rifles rely on burning blasts of aether to punch into the enemy. Others that wish for something bulkier but more devastating opt for an aethercannon or Grundstok mortar, capable of mangling anything short of a block of sigmarite. More still opt for more esoteric weapons – such as the decksweeper or the aetheric fumigator – that can shoot devastating blasts that leave ruin in their wake or billowing clouds of gas that choke and poison their foes respectively.
KHARADRON OVERLORDS WARSCROLL
Grundstok Thunderers
RANGED WEAPONS
RngAtkHitWndRndDmg
Grundstok Mortar or Aethercannon
Grundstok Mortar or Aethercannon18"24+3+1D3
Aethershot Rifle
Aethershot Rifle18"23+4+11
Aetheric Fumigator or Decksweeper [Anti-INFANTRY (+1 Rend), Shoot in Combat]
Aetheric Fumigator or Decksweeper
Anti-INFANTRY (+1 Rend), Shoot in Combat
10"53+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Heavy Gun Butt
Heavy Gun Butt14+5+-1
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 32mm
Can be reinforced: Yes

Each model in this unit is armed with an Aethershot Rifle and Heavy Gun Butt.
  • 2/5 models can replace their Aethershot Rifle with an Aetheric Fumigator or Decksweeper.
  • 2/5 models can replace their Aethershot Rifle with a Grundstok Mortar or Aethercannon.
  • The champion cannot replace their Aethershot Rifle.

Your Shooting Phase
HOLD THIS POSITION: Kharadron military history is filled with tales of Thunderers standing alone at battle’s end surrounded by a circle of fallen foes.

Effect: If this unit has not used a MOVE ability this turn and was not set up this turn, this unit’s ranged weapons have Shoot in Combat for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, STANDARD BEARER (1/5)
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Skywardens
12"
2
4+
1
The Skywardens’ job is to destroy. They are the defenders of the skyfleets, closing in to protect the ships from those who would attack it at close range. Experts at controlling their one-pilot endrins, they can wheel and charge with impressive precision even in the midst of a howling maelstrom. They are stern and disciplined figures amongst their brethren, for when the fleet is under attack by the daemons and nightmarish terrors, it is they who are responsible for getting their vessel-bound comrades to safety. Their weapons are many. Their skypikes contain inbuilt aether pistons, allowing them to send its harpoon-like tip shooting forward with such force that it can punch through the hull of a rival ship. Just behind the blade is a dynamo-style battery that can discharge a short burst of electricity into an impaled foe. In their free hand, each Skywarden carries a vulcaniser pistol, a weapon that can fire a super-heated beam that has the power to melt steel armour. Furthermore, should an engagement not be going in their favour, they can deploy clusters of skymines to wreak havoc among a tightly packed enemy formation, providing a crucial window for them to disengage and fall back.
KHARADRON OVERLORDS WARSCROLL
Skywardens
RANGED WEAPONS
RngAtkHitWndRndDmg
Skywarden Heavy Weapon [Anti-MONSTER (+1 Rend)]
Skywarden 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
Vulcaniser Pistol [Shoot in Combat]
Vulcaniser Pistol
Shoot in Combat
10"33+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Skypike [Crit (Mortal)]
Skypike
Crit (Mortal)
23+3+12
Gun Butt
Gun Butt14+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 140
Base size: 32mm
Can be reinforced: Yes

Each model in this unit is armed with a Vulcaniser Pistol and Skypike.
  • 1/3 models can replace their weapons with an Aethermatic Volley Gun and Gun Butt.
  • 1/3 models can replace their weapons with a Skywarden Heavy Weapon (Grapnel Launcher, Skyhook or Drill Launcher) and a Gun Butt.
  • The champion cannot replace their weapons.

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.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • This unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

KEYWORDS
INFANTRY, CHAMPION, FLY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Thundrik’s Profiteers
4"
2
4+
1
The dauntless leader of a band of profiteers, Bjorgen Thundrik has developed quite the reputation in Barak-Nar for being able to sniff out fresh seams of aether-gold and for being utterly tenacious in his pursuit of riches. Driven by constant competition for promotion, this eclectic band of skyfarers will go to any lengths to secure a valuable haul and they will pepper with volleys of aethershot all those who try to take their wealth.
KHARADRON OVERLORDS WARSCROLL
Thundrik’s Profiteers
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethermatic Anatomiser [Shoot in Combat]
Aethermatic Anatomiser
Shoot in Combat
8"3D64+4+21
Aethermatic Firearms
Aethermatic Firearms12"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Arkanaut Cutter
Arkanaut Cutter24+4+-1
Skypike [Crit (Mortal)]
Skypike
Crit (Mortal)
23+3+12
BATTLE PROFILE

Unit Size: 5      Points: 150
MODELBASE SIZE
Khazgan Drakkskewer, Dead-Eye Lund32mm
Garodd Alensen, Enrik Ironhail25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Bjorgen Thundrik (armed with an Aethermatic Anatomiser and an Arkanaut Cutter)
  • Khazgan Drakkskewer (armed with Aethermatic Firearms and a Skypike)
  • Dead-Eye Lund (armed with Aethermatic Firearms and an Arkanaut Cutter)
  • Enrik Ironhail (armed with Aethermatic Firearms and an Arkanaut Cutter)
  • Garodd Alensen (armed with Aethermatic Firearms and an Arkanaut Cutter)

Your Shooting Phase
AETHERMATIC ANATOMISER: Thundrik harnesses the power of his Aethermatic Anatomiser to obscure the loot so they can safely recover the plunder beneath the noses of their enemies.

Declare: If this unit’s Bjorgen Thundrik is on the battlefield, pick an objective within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is controlled by either player, that player loses control of that objective.
  • The target cannot be contested until the start of your next turn.

KEYWORDS
UNIQUE, INFANTRY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER

War Machine


KHARADRON OVERLORDS WARSCROLL
Arkanaut Frigate
12"
15
3+
5
As primary ships of the line, cannon-toting Arkanaut Frigates are fully capable of surviving extensive journeys without reinforcement. Despite boasting a double-endrin array, their sleeker build and twin propellers grant them great manoeuvrability. The breadth of armaments available to a Frigate can see it through almost any obstacle. No foe is beyond its reach, aethershot swivelguns jutting proudly from its prow. A variety of bombs and skymines, including infamous grudgesettlers, are clustered behind the main fuselage. It is not unheard of for a Frigate to intentionally steer into a narrow chasm to funnel the enemy into a tight press so that their explosive weapons can blast apart as many of their number as possible. The Frigate’s main gun is the last argument of its Captain in times of strife. Predominant amongst these forecastle-mounted weapons is the heavy sky cannon. These guns can be calibrated to fire the aethershot equivalent of shrapnel to shred several foes at once. Some Captains prefer to mount a heavy skyhook on their vessel to best skewer airborne beasts and retrieve the aether-gold they have consumed.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Frigate
RANGED WEAPONS
RngAtkHitWndRndDmg
Heavy Sky Cannon
Heavy Sky Cannon24"24+2+2D3+1
Aethershot Carbines [Shoot in Combat]
Aethershot Carbines
Shoot in Combat
12"43+3+12
Heavy Skyhook [Anti-MONSTER (+1 Rend)]
Heavy Skyhook
Anti-MONSTER (+1 Rend)
24"24+3+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons84+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 120 × 92mm
Can be reinforced: No

This unit is armed with Aethershot Carbines, Boarding Weapons and 1 of the following options:
  • Heavy Sky Cannon
  • Heavy Skyhook

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Aethershot Carbines is 2.

Passive
TRANSPORT CAPACITY
Effect: This unit can transport up to 2 friendly KHARADRON OVERLORDS INFANTRY units with a combined model count of up to 12 (see Battle Traits).

Your Charge Phase
ASSAULT BOAT: The Frigate is designed to deliver warriors directly into the fray.

Declare: This unit cannot use this ability if it is in combat or has used a RUN or RETREAT ability this turn. Pick a number of units up to its Transport Capacity that are wholly within 6" of it, are not in combat and have not charged this turn to be the targets. Then, make a charge roll of 2D6.

Effect: Remove the targets from the battlefield. Then, this unit can move a distance up to the value of the charge roll and must end the move within ½" of a visible enemy unit. Then, set up the targets wholly within this unit’s combat range. The targets can be set up in combat and have STRIKE-FIRST for the rest of the turn. This unit and the targets have charged.
KEYWORDSCORE, CHARGE, MOVE

Your Movement Phase
MEDIUM 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 6 dice. For each 4+, inflict 1 mortal damage on the target.

KEYWORDS
WAR MACHINE, FLY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYVESSEL


KHARADRON OVERLORDS WARSCROLL
Arkanaut Ironclad
10"
20
3+
5
The Arkanaut Ironclads are counted amongst the most powerful military assets in the Mortal Realms. With a skilled crew and a veteran Captain at the helm, they can handle even the foulest weather at a swift and constant pace, and the sheer volume of firepower they can dispense is dizzying in its destructive potency. Each Ironclad is borne aloft upon turbines powered by aether gold, that lighterthan- air substance that coalesces in the realms’ skies. The vessels each have a deck protected by a reinforced balustrade. Atop the forecastle is mounted the most devastating of an Ironclad’s weapons, usually either a harpoon-like great skyhook for impaling and snagging monstrous beasts, a volley cannon for mowing down numerous foes, or a great sky cannon that can blast apart distant targets in an incendiary display of power. Batteries of swivel guns mounted at the base of the craft’s hull rake through enemies whilst grudgesettler bombs blow great craters in the hordes below. Those who risk a boarding action with an Arkanaut Ironclad are met by the most determined of counter-assaults. To the crew, their ship is more than just a soulless war machine; it is their flagship and their very home upon the open airs.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Ironclad
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershock Torpedoes
Aethershock Torpedoes18"44+3+12
Great Sky Cannon
Great Sky Cannon24"24+2+2D3+3
Great Volley Cannon [Anti-INFANTRY (+1 Rend)]
Great Volley Cannon
Anti-INFANTRY (+1 Rend)
18"4D64+3+11
Aethershot Carbines [Shoot in Combat]
Aethershot Carbines
Shoot in Combat
12"83+3+12
Great Skyhook [Anti-MONSTER (+1 Rend)]
Great Skyhook
Anti-MONSTER (+1 Rend)
24"23+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons84+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 500
Base size: 170 × 105mm
Can be reinforced: No

This unit is armed with Aethershot Carbines, Aethershock Torpedoes, Boarding Weapons and 1 of the following options:
  • Great Sky Cannon
  • Great Skyhook
  • Great Volley Cannon

Passive
TRANSPORT CAPACITY
Effect: This unit can transport up to 3 friendly KHARADRON OVERLORDS INFANTRY units with a combined model count of up to 22 (see Battle Traits).

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Aethershot Carbines is 4.

Deployment Phase
GREAT ENDRINWORKS: Each Ironclad is a master-crafted vessel with a host of custom modifications.

Effect: Pick 1 of the following effects to apply to this unit for the rest of the battle:

Magnificent Omniscope: Add 2" to this unit’s Move characteristic.

Collapsible Compartments: Add 1 to the total number of units and 10 to the total number of models this unit can transport.

Aetheric Repulsion Field: This unit can use the ‘Unbind’ ability as if it had WIZARD (1).

This unit can use this ability even if it is in reserve.

Your Movement Phase
HEAVY 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 10 dice. For each 4+, inflict 1 mortal damage on the target.

KEYWORDS
WAR MACHINE, FLY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYVESSEL


KHARADRON OVERLORDS WARSCROLL
Grundstock Gunhauler
12"
10
3+
2
The signature craft of the Grundcorps is the Gunhauler. It is essentially a flying cannon, built to be the perfect fusion of manoeuvrability and lethality. The cumbersome nature of such a large war machine is completely negated by the Gunhauler’s nimble aether-endrins and the deft handling of its pilot. It is a point of pride amongst the Grundcorps that none of the thousands of Gunhaulers actually belong to the sky-ports. Even when they are repainted to match their contractual employers for a long-haul contract, they are owned by the Grundstok Company alone. Exceptional escorts, they multiply the potential of every Ironclad and Frigate they fly alongside several times over. They excel as defensive point-guards, blasting away at interlopers before their employers’ craft take so much as a scratch. On the offence, they are swift and capable, flying with impressive speed to pinpoint and neutralise the enemy’s own artillery or batter monstrous denizens as soon as they have left their caves.
KHARADRON OVERLORDS WARSCROLL
Grundstock Gunhauler
RANGED WEAPONS
RngAtkHitWndRndDmg
Drill Cannon
Drill Cannon15"13+3+33
Aethershot Carbine [Shoot in Combat]
Aethershot Carbine
Shoot in Combat
12"23+3+12
Sky Cannon
Sky Cannon15"24+3+13
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons44+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 105 × 70mm
Can be reinforced: No

This unit is armed with an Aethershot Carbine, Boarding Weapons and 1 of the following options:
  • Sky Cannon
  • Drill Cannon

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).

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.

Passive
ESCORT VESSEL: Grundstok Gunhaulers are used to disrupt attacks on larger Kharadron skyvessels.

Effect: While any friendly Arkanaut Ironclads or Arkanaut Frigates are within this unit’s combat range, both this unit and those friendly units have WARD (6+).

KEYWORDS
WAR MACHINE, FLY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYVESSEL

Regiment of Renown


REGIMENT OF RENOWN
Fjori’s Flamebearers
The duardin of Fjori’s Flamebearers are the last survivors of many magmaholds that once stood in the Adamantine Chain, now overrun by troggoths and Skaven. Fjori has galvanised them to search for new purpose – and like true sons of Grimnir they will take on any challenge, no matter how monstrous.
REGIMENT OF RENOWN
Fjori’s Flamebearers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION
  • 1 Grimhold Exile
  • 1 Auric Hearthguard unit with 5 models
  • 1 Hearthguard Berzerkers with Flamestrike Poleaxes unit with 5 models
  • 1 Vulkite Berzerkers with Fyresteel Weapons unit with 10 models

BATTLE PROFILE

Points: 500

Passive
TOE TO TOE: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.

Effect: Subtract 10 from the control scores of enemy MONSTERS while they are in combat with any units in this Regiment of Renown.

Passive
GRIMNIR’S DEFIANCE: For these vengeful Fyreslayers, the bigger the enemy, the better.

Effect: Units in this Regiment of Renown cannot be picked to be the target of RAMPAGE abilities used by enemy units.
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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.

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

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Guild Officer.

Infantry Hero
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
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).
32.2 Objective Control
At the start of the first battle round 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.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
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.

The UNIQUE 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 FLY keyword is used in the following Kharadron Overlords warscrolls:

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

14.3 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

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.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.
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.
32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
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.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
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:

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

3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than 1 Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores, unless they have a keyword that matches that faction’s name.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024