Leader
Masters of alchemy and atmospheric analysis, Aether-Khemists not only augment their comrades’ weapons with a boost of aether-gold, but can also turn their esoteric devices against their foes to drain the air from their lungs.
Atmospheric Anatomiser |
| Atmospheric Anatomiser | 9" | 3D6 | 4+ | 4+ | -2 | 1 |
Heavy Instruments |
| Heavy Instruments | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Aether-Khemist is armed with an Atmospheric Anatomiser and Heavy Instruments.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Iron Sky Command
Aetheric Augmentation: An Aether-Khemist can use their Atmospheric Anatomiser to augment the weapons of nearby skyfarers.
At the start of your
shooting phase, if this unit is not embarked, you can pick 1 friendly
SKYFARERS unit that is not embarked and is wholly within 12" of this unit. Improve the Rend characteristic of that unit’s missile weapons by 1 until the end of that phase. The same unit cannot be affected by this ability more than once per phase.
Atmospheric Isolation: An Aether-Khemist can use their Anatomiser to create a vacuum around themselves, suffocating their foes.
Subtract 1 from
hit rolls for attacks made by enemy models while they are within 3" of any friendly units with this ability that are not embarked.
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, AETHER-KHEMIST, GRUNDSTOK EXPEDITIONARY FORCE |
Utilising cutting-edge aethermatic science in order to decipher the ever-changing wind patterns of the Mortal Realms, Aetheric Navigators are an invaluable presence upon any Kharadron skyvessel.
Ranging Pistol |
| Ranging Pistol | 15" | 2 | 3+ | 3+ | -1 | 1 |
Zephyrscope |
| Zephyrscope | 1" | 2 | 3+ | 4+ | - | 1 |
Unit Size: 1 Points: 110
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Aetheric Navigator is armed with a Ranging Pistol and a Zephyrscope.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Iron Sky Command
Aethersight: Aetheric Navigators can unpick enemy spells by harnessing the arcane jet streams.
This model can attempt to
dispel 1
endless spell at the start of your
hero phase and attempt to
unbind 1
spell in the enemy hero phase, in the same manner as a
WIZARD.
Read the Winds: Navigators can signal to nearby Kharadron airships, helping them to steer into prevailing currents.
In your
hero phase, you can say that 1 friendly unit with this ability will read the winds. If you do so, roll 6 dice. Then, pick 1 of the following effects:
Aetherstorm: For each roll of 1, pick 1 different enemy unit within 30" of this unit and visible to this unit. That enemy unit suffers D3
mortal wounds (roll separately for each unit). In addition, if any mortal wounds caused by this ability are allocated to an enemy unit and not negated, halve that unit’s Move characteristic until the start of your next hero phase.
Favourable Conditions: For each roll of 6, pick 1 different friendly
SKYVESSEL within 30" of this unit and visible to this unit. That
SKYVESSEL can make a
normal move of D3+3" (roll separately for each
SKYVESSEL).
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, AETHERIC NAVIGATOR, GRUNDSTOK EXPEDITIONARY FORCE |
Arkanaut Admirals are the cream of the sky-ports’ officer class, intrepid leaders and battle-hardened veterans of a thousand aerial engagements whose booming commands inspire their crew to mighty deeds in the search for profit.
Masterwork Volley Pistol |
| Masterwork Volley Pistol | 9" | 3 | 3+ | 3+ | -1 | 2 |
Skalfhammer |
| Skalfhammer | 1" | 3 | 3+ | 2+ | -2 | 3 |
Unit Size: 1 Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Arkanaut Admiral is armed with a Masterwork Volley Pistol and a Skalfhammer.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Iron Sky Command
The Admiral’s Flagship: Every Admiral designates one of the vessels in the airfleet to be their flagship.
If this unit is the
general of a Kharadron Overlords army, you can pick 1
ARKANAUT IRONCLAD or
ARKANAUT FRIGATE in the army to be its flagship. Record this information on your army roster. Once per turn, this unit can
issue a command to its flagship without a
command point being spent.
Grudgebreaker Rounds: The finest aether-munitions are Grudgebreaker rounds. They are to be used only in the direst of circumstances and at the Admiral’s command.
Once per battle, at the start of your
shooting phase, you can pick 1 friendly
KHARADRON OVERLORDS unit that is not a
SKYVESSEL and that is wholly within 12" of this unit. Until the end of the phase, improve the Rend characteristic of that unit’s missile weapons by 1. The same unit cannot be picked to benefit from this ability more than once per phase.
‘Bring Every Gun to Bear!’: At the Admiral’s command, the Ironclad is steered into position to deliver a devastating salvo of fire.
You can use this
command ability at the start of your
shooting phase. The unit that receives the command must be a friendly
SKYVESSEL that is more than 3" from all enemy units, that remained stationary in the preceding
movement phase and that did not receive the
Fly High command in the preceding movement phase. Add 1 to the Attacks characteristic of that unit’s missile weapons until the end of the phase.
Command the Skies: The Admiral knows how to get every last bit of speed from the skyvessels they command.
You can use this
command ability at the start of your
movement phase. The unit that receives the command must be a friendly
SKYVESSEL more than 3" from all enemy units. That unit can re-roll
run rolls this phase. In addition, that unit can run and still shoot and/or charge later in the turn.
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, ARKANAUT ADMIRAL, GRUNDSTOK EXPEDITIONARY FORCE |
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 aethergold, and for being utterly tenacious in his pursuit of riches.
Atmospheric Anatomiser |
| Atmospheric Anatomiser | 9" | 3D6 | 4+ | 4+ | -2 | 1 |
Heavy Instruments |
| Heavy Instruments | 1" | 2 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 160
Battlefield Role: Leader
Base size: 32mmNotes: Single, Unique. Bjorgen Thundrik and
Thundrik’s Profiteers must be taken as a set. Although taken as a set, each is a separate unit.
Bjorgen Thundrik is armed with an Atmospheric Anatomiser and Heavy Instruments.
Toxic Gases: With enemies closing in on all sides, Bjorgen spews forth billowing clouds of lethal chemicals.
Once per battle, at the start of the
combat phase, you can say this unit will release toxic gases. If you do so, for each enemy unit within 6" of this unit, roll a number of dice equal to the number of models in that unit that are within 6" of this unit. For each 5+, that enemy unit suffers 1
mortal wound.
Paymaster: Bjorgen knows well that to stir heroism within his crew, all they need is the proper incentive.
Once per turn, this unit can
issue a command to a friendly
THUNDRIK’S PROFITEERS unit without a
command point being spent.
ORDER, KHARADRON OVERLORDS, DUARDIN, BARAK-NAR, HERO, SKYFARER, AETHER-KHEMIST, BJORGEN THUNDRIK |
Lord-Magnate Brokk Grungsson is the richest Kharadron privateer alive. Clad in a custom-built endrinharness and carrying a small armoury of lethal firearms, he seeks out fresh sources of aether-gold with single-minded belligerence.
Grungsson’s Boast |
| Grungsson’s Boast | 18" | 1 | 3+ | 2+ | -2 | D3+3 |
The Magnate’s Charter |
| The Magnate’s Charter | 18" | 6 | 3+ | 3+ | -1 | 2 |
Aethermatic Saw |
| Aethermatic Saw | 1" | 4 | 3+ | 2+ | -2 | D3 |
Unit Size: 1 Points: 220
Battlefield Role: Leader
Base size: 50mm
Notes: Single, Unique
Brokk Grungsson, Lord-Magnate of Barak-Nar, is armed with Grungsson’s Boast, the Magnate’s Charter and an Aethermatic Saw.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Iron Sky Command
WARMASTER: If this unit is included in a
Barak-Nar army, it is treated as a
general even if it is not the model picked to be the army’s general.
Moustache-mounted Aetherblasters: These custom aetherblasters deal short- range volleys of devastating fire.
Each time this unit fights, after all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
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: ‘to the victor, the spoils’.
If this unit made a
charge move in the same turn, add 1 to the Attacks characteristic of melee weapons used by friendly
BARAK-NAR SKYFARER units while they are wholly within 12" of this unit.
Command the Fleet: Brokk’s preferred strategy is to issue the fleet commands before leading his Skyriggers on bold manoeuvres to vanquish the enemy.
You can use this
command ability at the start of your
movement phase. Up to 3 friendly
SKYVESSELS that are more than 3" from all enemy units can receive the command. In that phase, you can re-roll
run rolls for the units that receive the command. In addition, the units that receive the command can run and still shoot and/or charge later in the turn.
ORDER, KHARADRON OVERLORDS, DUARDIN, BARAK-NAR, HERO, SKYFARER, BROKK GRUNGSSON |
With every artycle, every amendment and every footnote of the Kharadron Code learnt by heart, Codewrights are adept at not only citing obscure sections of the Code that can expedite the completion of their airfleet’s current objectives, but also at adding ‘clarifications’ on the fly.
Aethershot Pistol |
| Aethershot Pistol | 12" | 2 | 3+ | 3+ | -1 | 1 |
Battletome |
| Battletome | 1" | 1 | 3+ | 4+ | - | D3 |
Unit Size: 1 Points: 80
Battlefield Role: Leader
Base size: 32mm
Notes: Single
A Codewright is armed with an Aethershot Pistol and Battletome.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Iron Sky Command
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.
At the start of your
hero phase, if this unit is within 6" of another friendly
KHARADRON OVERLORDS HERO, roll 2 dice. For each 4+, you receive 1
command point.
‘I Think You’ll Find...’: With their peerless knowledge of the Kharadron’s grand constitution, Codewrights excel at finding loopholes that work to their advantage.
You can carry out the following
heroic action with this unit instead of any other heroic action you can carry out with it:
Search for Precedent: Roll a dice. On a 1, nothing happens. On a 2-3, you can pick a new
footnote to apply to your army until the end of the battle. On a 4+, you can pick a new footnote and/or a new
amendment to apply to your army until the end of the battle. You cannot pick a footnote or amendment previously picked for your army. The new footnote or amendment replaces your current one.
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, CODEWRIGHT, GRUNDSTOK EXPEDITIONARY FORCE |
Drekki Flynt. It is a name to which tankards have been raised and curses levelled a thousand times. Captain of the Aelsling, fastest ship in Barak-Mhornar, Flynt earns his reputation with flexible morals, an aether-powered axe and a multi-barrelled pistol always close to hand.
The Aethermatic Equaliser Mk. III |
| The Aethermatic Equaliser Mk. III | 9" | 2D6 | 3+ | 3+ | -1 | 2 |
Grunnsson’s Axe |
| Grunnsson’s Axe | 2" | 3 | 3+ | 2+ | -2 | 2 |
Unit Size: 1 Points: 130
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique
Drekki Flynt is armed with the Aethermatic Equaliser Mk. Ill and Grunnsson’s Axe.
Captain of the Aelsling: Manned by a motley crew of misfits and ne’erdo-wells, Drekki’s pride and joy is the Aelsling, said to be the fastest vessel in Barak-Mhornar.
You can pick 1
BARAK-MHORNAR ARKANAUT FRIGATE in your army to be the
Aelsling. The unit you pick cannot also be picked to be a
flagship. Record this information on your roster. Add 1 to the Damage characteristic of that unit’s Boarding Weapons.
Let Me Drive!: A life on the run has honed Drekki’s piloting skills to the extent that he can perform manoeuvres in skyvessels that would earn the respect of even the most seasoned Windmaster.
You can re-roll
run rolls and
charge rolls made for the
Aelsling while this unit is embarked in it.
Auxiliary Skyhook: Drekki’s axe is custom-fitted with a small skyhook that can skewer any beastie that strays too close.
Each time this unit fights, after all of its attacks have been resolved, you can pick 1 enemy
MONSTER within 3" of this unit and roll a dice. On a 2+, that
MONSTER suffers 3
mortal wounds.
Light-fingered: If Drekki eyes a rare trinket on an undeserving bearer, he will almost always ‘borrow it and put it to better use’.
At the start of the
combat phase, if this unit is within 1" of an enemy
HERO that has an
artefact of power, you can say that Drekki will try to ‘borrow’ that artefact. If you do so, roll a dice. On a 3+, that artefact of power can no longer be used (if a weapon was picked when the artefact of power was selected, that weapon reverts to normal). This ability cannot be used while this unit is embarked.
ORDER, KHARADRON OVERLORDS, DUARDIN, BARAK-MHORNAR, HERO, SKYFARER, DREKKIFLYNT |
Many Endrinmasters take to the skies in master-crafted dirigible suits, their aetherturbines allowing them to zoom through the air towards sky vessels in need of repair even as an in-built weapon array blasts their enemies into pieces.
Aethercannon |
| Aethercannon | 18" | 1 | 3+ | 2+ | -2 | D3 |
Dirigible Suit Weapon Battery |
| Dirigible Suit Weapon Battery | 18" | 6 | 3+ | 3+ | -1 | 1 |
Aethermatic Saw |
| Aethermatic Saw | 1" | 3 | 3+ | 2+ | -2 | D3 |
Unit Size: 1 Points: 160
Battlefield Role: Leader
Base size: 40mm
Notes: Single
An Endrinmaster with Dirigible Suit is armed with an Aethercannon, Dirigible Suit Weapon Battery and Aethermatic Saw.
Endrinmaster: Endrinmasters are unsurpassed at keeping the skyvessels in a fleet battleworthy.
At the start of your
hero phase, you can pick 1 friendly
SKYVESSEL within 1" of this unit and
heal up to 3 wounds allocated to that
SKYVESSEL.
By Grungni, I Have My Eye On You!: Endrinriggers will redouble their efforts to repair a sky vessel when they are overseen by an Endrinmaster.
Add 1 to field repairs rolls made for friendly
ENDRINRIGGERS units while they are wholly within 12" of this unit.
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, ENDRINMASTER, ENDRINMASTER WITH DIRIGIBLE SUIT, GRUNDSTOK EXPEDITIONARY FORCE |
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.
Aethermight Hammer |
| Aethermight Hammer | 1" | 3 | 3+ | 3+ | -1 | 3 |
Unit Size: 1 Points: 90
Battlefield Role: Leader
Base size: 32mm
Notes: Single
An Endrinmaster with Endrinharness is armed with an Aethermight Hammer.
BATTALIONS: This warscroll can be used in the following warscroll battalions:
•
Iron Sky Command
‘Aye Aye, Captain!’: Under orders of the ship’s Captain, this Endrinmaster attempts to squeeze every bit of power out of the vessel’s endrin.
At the start of your
hero phase, if this unit is embarked and it has not yet used its
Endrinmaster ability, you can say that this unit will attempt to crank up the power. If you do so, roll a dice. On a 1, the
TRANSPORT VESSEL in which this unit is embarked suffers D3
mortal wounds and the
Endrinmaster ability cannot be used by this unit in this phase. On a 2+, until the end of the turn, you can use the top row of that
TRANSPORT VESSEL’s
damage table, regardless of how many wounds it has suffered.
Endrinmaster: Endrinmasters are unsurpassed at keeping the skyvessels in a fleet battleworthy.
At the start of your
hero phase, you can pick 1 friendly
SKYVESSEL within 1" of this unit and
heal up to 3 wounds allocated to that
SKYVESSEL.
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, ENDRINMASTER, ENDRINMASTER WITH ENDRINHARNESS, GRUNDSTOK EXPEDITIONARY FORCE |
Teetering on the brink of bankruptcy, Dagnai Holdenstock has come to Ulfenkarn in search of treasure to pay off his escalating debts. In battle, he wields a harpoon gun that can skewer the largest of foes and stop them from escaping, and a weighty belaying axe.
Harpoon Gun |
| Harpoon Gun | 16" | 1 | 4+ | 3+ | -2 | D3 |
Belaying Axe |
| Belaying Axe | 1" | 3 | 4+ | 3+ | -1 | 1 |
Unit Size: 1 Points: 100
Battlefield Role: Leader
Notes: Unique
Dagnai Holdenstock is a named character that is a single model. He is armed with a Belaying Axe and Harpoon Gun.
Gold-plated Reputation: Rumour has it that Dagnai’s treasure vaults are full to the brim, and although this is far from the truth, he’d rather his peers keep believing it to be the case.
If this model is included in a Kharadron Overlords army, it starts the battle with 2 shares of aether-gold instead of 1.
Reel ’Em In: The tethered harpoons fired by Dagnai’s gun can impale larger creatures, allowing him to reel them closer.
If an attack made with this model’s Harpoon Gun scores a hit on a MONSTER, if that MONSTER is not slain after that attack has been resolved, roll a dice. On a 4+, that MONSTER is skewered until the start of your next
shooting phase. While that MONSTER is skewered, each time it makes a move, it must finish that move at least as close to this model as it was at the start of the move.
ORDER, DUARDIN, KHARADRON OVERLORDS, BARAK-MHORNAR, HERO, SKYFARER, MARINE, DAGNAI HOLDENSTOCK |
Battleline
The backbone of the Kharadron airfleets are the Arkanaut Companies. These grizzled privateers crew the sky-ports’ vessels, and are armed with a variety of aether-powered firearms and deck tools with which to repel boarders or take the fight to the enemy.
Privateer Pistol |
| Privateer Pistol | 9" | 2 | 4+ | 4+ | - | 1 |
Aethermatic Volley Gun |
| Aethermatic Volley Gun | 15" | 2D6 | 4+ | 4+ | - | 1 |
Light Skyhook |
| Light Skyhook | 15" | 1 | 4+ | 3+ | -2 | D3 |
Aetherflare Pistol |
| Aetherflare Pistol | 9" | 1 | 3+ | 3+ | -2 | 1 |
Volley Pistol |
| Volley Pistol | 9" | 3 | 4+ | 4+ | - | 1 |
Arkanaut Cutter |
| Arkanaut Cutter | 1" | 1 | 4+ | 4+ | - | 1 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 5+ | - | 1 |
Skypike |
| Skypike | 2" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 10 Points: 90
Battlefield Role: Battleline
Base size: 25mm
Each model in an Arkanaut Company unit is armed with a Privateer Pistol and Arkanaut Cutter. 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with an Aethermatic Volley Gun and Gun Butt. 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Light Skyhook and Gun Butt. 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Skypike.
CHAMPION: 1 model in this unit can be a Company Captain. That model is armed with an Aetherflare Pistol or Volley Pistol instead of a Privateer Pistol.
Glory-seekers: All of the warriors that make up an Arkanaut Company are eager to win recognition for daring deeds.
While this unit is not embarked, add 1 to
hit rolls for attacks made by this unit that target a unit
contesting an objective.
Light Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Light Skyhook is 3 if the target of the attack is a
MONSTER.
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER, ARKANAUT COMPANY |
None
With aether-endrins strapped to their backs, Endrinriggers conduct repairs on their beloved airships miles above ground. In battle, their aether-powered tools become lethal weapons capable of punching through armour or messily sawing off limbs.
Rapid-fire Rivet Gun |
| Rapid-fire Rivet Gun | 12" | 3 | 3+ | 4+ | -2 | 1 |
Aethermatic Volley Gun |
| Aethermatic Volley Gun | 15" | 2D6 | 4+ | 4+ | - | 1 |
Grapnel Launcher/Skyhook |
| Grapnel Launcher/Skyhook | 15" | 1 | 4+ | 3+ | -2 | D3 |
Drill Launcher |
| Drill Launcher | 15" | 1 | 4+ | 3+ | -3 | D3 |
Aethermatic Saw |
| Aethermatic Saw | 1" | 2 | 3+ | 3+ | -2 | D3 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 5+ | - | 1 |
Unit Size: 3 Points: 130
Battlefield Role: None
Base size: 32mm
Notes: Battleline if army includes any ENDRINMASTERS
Each model in an Endrinriggers unit is armed with a Rapid-fire Rivet Gun and Aethermatic Saw. 1 in every 3 models can replace their Rapid-fire Rivet Gun and Aethermatic Saw with an Aethermatic Volley Gun and Gun Butt. 1 in every 3 models can replace their Rapid-fire Rivet Gun and Aethermatic Saw 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 Mizzenmaster. 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).
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.
Once per turn, at the end of any phase, if this unit is more than 3" from all enemy units, you can say this unit will carry out emergency field repairs. If you do so, pick 1 friendly
SKYVESSEL within 3" of this unit and roll a dice for each model in this unit. Each of these rolls is called a field repairs roll. For each 4-5, you can
heal 1 wound allocated to that
SKYVESSEL. For each 6+, you can heal 2 wounds instead.
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.
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARERS, ENDRINRIGGERS |
Small, manoeuvrable and deadly, the Grundstok Gunhauler is an escort-class ship tasked with ensuring the safety of the airfleets’ larger skyvessels. They perform this role well, swarming in defence before peeling off to launch deadly attack runs.
Aethershot Carbine |
| Aethershot Carbine | 12" | 2 | 3+ | 3+ | -1 | 2 |
Sky Cannon: Shrapnel |
| Sky Cannon: Shrapnel | 12" | 4 | 3+ | 3+ | -1 | 2 |
Sky Cannon: Shell |
| Sky Cannon: Shell | 24" | 2 | 4+ | 2+ | -2 | D3+1 |
Drill Cannon |
| Drill Cannon | 24" | 1 | 3+ | 3+ | -3 | D3 |
Boarding Weapons |
| Boarding Weapons | 1" | 4 | 4+ | 4+ | - | 1 |
Unit Size: 1
Points: 180
Battlefield Role: None
Base size: 105 x 70mmNotes: Single. Battleline in a
Barak-Urbaz army
A Grundstok Gunhauler is armed with an Aethershot Carbine, Boarding Weapons and 1 of the following weapon options: Sky Cannon; or Drill Cannon.
Ahead Full: The Captain of a Grundstok Gunhauler can overcharge its engine so that the craft moves at maximum speed for a short time.
Once per battle, at the start of your
movement phase, you can say that this unit will move ahead full. If you do so, add 6" to its Move characteristic in that phase.
Escort Vessel: Grundstok Gunhaulers are used to disrupt attacks on larger Kharadron skyvessels in the vicinity.
Friendly
SKYVESSELS other than
GRUNDSTOK GUNHAULERS have a
ward of 6+ while they are within 3" of any friendly
GRUNDSTOK GUNHAULERS.
Bomb Racks: This skyvessel carries a variety of bombs that can be dropped onto the battlefield below, obliterating ground targets and leaving smouldering ruin in their wake.
After this unit finishes a
normal move or a
run, you can pick 1 enemy unit that this unit passed across and roll 4 dice. For each 4+, that enemy unit suffers 1
mortal wound. This ability has no effect on units that can
fly.
Drill Cannon: The shells fired by a drill cannon burrow into the target and then explode, blasting shards of metal from the drill bit all around.
If the unmodified
hit roll for an attack made with a Drill Cannon is 5+, that attack causes 3
mortal wounds to the target and the
attack sequence ends (do not make a
wound roll or
save roll).
Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Each time this unit shoots, choose either the Shrapnel or Shell weapon characteristics for all the attacks it makes with its Sky Cannon.
ORDER, KHARADRON OVERLORDS, DUARDIN, WAR MACHINE, SKYVESSEL, GRUNDSTOK, GRUNDSTOK GUNHAULER, GRUNDSTOK EXPEDITIONARY FORCE |
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.
Aethershot Rifle |
| Aethershot Rifle | 18" | 2 | 3+ | 4+ | -1 | 1 |
Aetheric Fumigator |
| Aetheric Fumigator | 12" | D6 | See below | 3+ | - | 1 |
Decksweeper |
| Decksweeper | 12" | 5 | 3+ | 4+ | -1 | 1 |
Aethercannon |
| Aethercannon | 18" | 1 | 3+ | 2+ | -2 | 3 |
Grundstok Mortar |
| Grundstok Mortar | 18" | See below | 3+ | 3+ | - | 1 |
Heavy Gun Butt |
| Heavy Gun Butt | 1" | 1 | 4+ | 4+ | - | 1 |
Unit Size: 5
Points: 170
Battlefield Role: None
Base size: 32mmNotes: Battleline in a
Barak-Nar army
Each model in a Grundstok Thunderers unit is armed with an Aethershot Rifle and Heavy Gun Butt. 1 in every 5 models can replace their Aethershot Rifle with an Aetheric Fumigator. 1 in every 5 models can replace their Aethershot Rifle with a Decksweeper. 1 in every 5 models can replace their Aethershot Rifle with an Aethercannon. 1 in every 5 models can replace their Aethershot Rifle with a Grundstok Mortar.
CHAMPION: 1 model in this unit can be a Gunnery Sergeant. Add 2 to the Attacks characteristic of that model’s Aethershot Rifle.
STANDARD BEARER: 1 in every 5 models in this unit can be an Honour Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Honour Bearers.
Choking Fug: Aetheric Fumigators fill the surrounding air with choking gas. The sealed suits worn by the Kharadron Overlords protect them from its effects, but this is not the case for their enemies...
Attacks made with an Aetheric Fumigator automatically hit (do not make a
hit roll). In addition, at the end of the
combat phase, you can pick 1 enemy unit within 3" of a model in this unit that is armed with an Aetheric Fumigator. If you do so, roll a dice. On a 2+, that enemy unit suffers D3
mortal wounds.
Explosive Shells: The Grundstok mortar lobs a high-arcing shell that terminates in a blinding explosion of lethal aether-energies.
The Attacks characteristic of a Grundstok Mortar is equal to the number of models in the target unit, to a maximum Attacks characteristic of 5.
Suppressing Fire: The sheer weight of firepower that can be laid down by a company of Grundcorps veterans leaves their targets shaken and disrupted.
Each time this unit shoots, after all of its attacks have been resolved, if every model in this unit shot and targeted the same enemy unit, roll 2D6. Add to the roll the number of wounds caused by those attacks that were allocated to that enemy unit and not negated. If the score exceeds that enemy unit’s Bravery characteristic, it is suppressed until the start of your next
hero phase. Subtract 1 from
hit rolls for attacks made by a unit that is suppressed. A unit cannot be suppressed more than once at the same time.
Drillbill: The burrowing beak of this aethermatic bird can leave a nasty wound.
Each time this unit fights, once all of its attacks have been resolved, if this unit includes a Gunnery Sergeant, pick 1 enemy unit within 3" of its Gunnery Sergeant and roll a dice. On a 5+, that enemy unit suffers 1
mortal wound.
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER, GRUNDSTOK, GRUNDSTOK THUNDERERS, GRUNDSTOK EXPEDITIONARY FORCE |
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.
Vulcaniser Pistol |
| Vulcaniser Pistol | 12" | 3 | 3+ | 3+ | -1 | 1 |
Aethermatic Volley Gun |
| Aethermatic Volley Gun | 15" | 2D6 | 4+ | 4+ | - | 1 |
Grapnel Launcher/Skyhook |
| Grapnel Launcher/Skyhook | 15" | 1 | 4+ | 3+ | -2 | D3 |
Drill Launcher |
| Drill Launcher | 15" | 1 | 4+ | 3+ | -3 | D3 |
Skypike |
| Skypike | 2" | 3 | 3+ | 3+ | -1 | 2 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 5+ | - | 1 |
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.
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARERS, SKYWARDENS |
Driven by constant competition for promotion, this eclectic band of skyfarers will go to any lengths to secure a valuable haul, and will pepper with volleys of aethershot all those who try to take their wealth.
Aethermatic Volley Gun |
| Aethermatic Volley Gun | 15" | 2D6 | 4+ | 4+ | - | 1 |
Aethershot Rifle |
| Aethershot Rifle | 18" | 2 | 3+ | 4+ | -1 | 1 |
Privateer Pistol |
| Privateer Pistol | 9" | 2 | 4+ | 4+ | - | 1 |
Vulcaniser Pistol |
| Vulcaniser Pistol | 12" | 3 | 3+ | 3+ | -1 | 1 |
Arkanaut Cutter |
| Arkanaut Cutter | 1" | 2 | 4+ | 4+ | - | 1 |
Gun Butt |
| Gun Butt | 1" | 1 | 4+ | 5+ | - | 1 |
Skypike |
| Skypike | 2" | 3 | 3+ | 3+ | -1 | 2 |
Unit Size: 4
Points: 160
Battlefield Role: None
|
Khazgan Drakkskewer, Dead-Eye Lund | 32mm |
Garodd Alensen, Enrik Ironhail | 25mm |
Notes: Single, Unique.
Bjorgen Thundrik and Thundrik’s Profiteers must be taken as a set. Although taken as a set, each is a separate unit.
The models in Thundrik’s Profiteers are Garodd Alensen, Enrik Ironhail, Dead-Eye Eund and Khazgan Drakkskewer. Garodd Alensen is armed with a Privateer Pistol and Arkanaut Cutter. Enrik Ironhail is armed with an Aethermatic Volley Gun and Gun Butt. Dead-Eye Lund is armed with an Aethershot Rifle and Gun Butt. Khazgan Drakkskewer is armed with a Vulcaniser Pistol and Skypike.
KHAZGAN DRAKKSKEWER: Khazgan Drakkskewer has a Wounds characteristic of 3. In addition, Khazgan Drakkskewer can
fly.
Protect the Boss: As the Kharadron Code states, ‘all salaries are subject to change based on the condition of the paymaster’.
While this unit is wholly within 3" of a friendly
BJORGEN THUNDRIK, he has a
ward of 4+.
ORDER, KHARADRON OVERLORDS, DUARDIN, BARAK-NAR, SKYFARER, THUNDRIK’S PROFITEERS |
Behemoth
The unmistakable profile of an Arkanaut Frigate set against the sky is a sight greatly feared by the Kharadron’s many enemies, who know all too well the devastating firepower these airships possess, and the fighting spirit of the privateers they carry into battle.
Aethershot Carbines |
| Aethershot Carbines | 12" | 4 | 3+ | 3+ | -1 | 2 |
Heavy Sky Cannon: Shrapnel |
| Heavy Sky Cannon: Shrapnel | 12" | 5 | 3+ | 3+ | -1 | 2 |
Heavy Sky Cannon: Shell |
| Heavy Sky Cannon: Shell | 24" | 2 | 4+ | 2+ | -2 | D3+2 |
Heavy Skyhook |
| Heavy Skyhook | 24" | 2 | 4+ | 3+ | -2 | D6 |
Boarding Weapons |
| Boarding Weapons | 1" | | 4+ | 4+ | - | 1 |
0-5 | 8 | 6 | 8 |
6-9 | 7 | 5 | 6 |
10-12 | 6 | 4 | 4 |
13+ | 5 | 3 | 4 |
Unit Size: 1
Points: 310
Battlefield Role: Behemoth
Base size: 120 x 92mmNotes: Single. Battleline in a
Barak-Zilfin army
An Arkanaut Frigate is armed with Aethershot Carbines, Boarding Weapons and 1 of the following weapon options: Heavy Sky Cannon; or Heavy Skyhook.
TRANSPORT VESSEL: This unit can
fly. In addition, up to 12
SKYFARER models can be embarked in it. If this unit is part of an army that is not a Kharadron Overlords army, it can still use the
Sky-fleets battle trait.
Assault Boat: The speed and manoeuvrability of the Arkanaut Frigate allows it to deliver Arkanaut Companies into the fray even as its armoured prow rams the enemy line.
After this unit finishes a
charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the Ramming Dice value shown on this unit’s
damage table. For each 4+, that enemy unit suffers 1
mortal wound. Then, you can pick any friendly units embarked in this unit to
disembark. Units that disembark in this way must be set up within 3" of an enemy unit and count as having made a charge move. In addition, in the following
combat phase, the
strike-first effect applies to units that disembarked in this way.
Bulwarks of Iron: The formidable Ironclads and Frigates of the Kharadron match the size and presence of even the largest behemoths of the enemy.
This unit counts as 5 models for the purposes of
contesting objectives.
Bomb Racks: This skyvessel carries a variety of bombs that can be dropped onto the battlefield below, obliterating ground targets and leaving smouldering ruin in their wake.
After this unit finishes a
normal move or a
run, you can pick 1 enemy unit that this unit passed across and roll a number of dice equal to the Bomb Racks value shown on this unit’s
damage table. For each 4+, that enemy unit suffers 1
mortal wound. This ability has no effect on units that can
fly.
Heavy Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Heavy Skyhook is 6 if the target of the attack is a
MONSTER. In addition, If an attack made with this unit’s Heavy Skyhook scores a hit on a
MONSTER, if that
MONSTER is not slain, after that attack has been resolved, roll a dice. On a 4+, that
MONSTER is snagged until the end of the turn. While a
MONSTER is snagged, it cannot carry out
monstrous rampages. A
MONSTER cannot be snagged more than once in the same turn.
Heavy Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Each time this unit shoots, choose either the Shrapnel or Shell weapon characteristics for all the attacks it makes with its Heavy Sky Cannon.
ORDER, KHARADRON OVERLORDS, DUARDIN, WAR MACHINE, SKYVESSEL, TRANSPORT VESSEL, ARKANAUT FRIGATE |
Amongst the heaviest Kharadron ships of the line, the redoubtable Ironclads provide a floating fortress of iron at the heart of any airfleet, bombarding their targets from afar with explosives shells and armour-piercing torpedoes.
Aethershot Carbines |
| Aethershot Carbines | 12" | 8 | 3+ | 3+ | -1 | 2 |
Aethershock Torpedoes |
| Aethershock Torpedoes | 24" | 4 | 4+ | 3+ | -1 | D3 |
Great Sky Cannon: Shrapnel |
| Great Sky Cannon: Shrapnel | 12" | 6 | 3+ | 3+ | -1 | 2 |
Great Sky Cannon: Shell |
| Great Sky Cannon: Shell | 24" | 2 | 4+ | 2+ | -2 | D3+3 |
Great Skyhook |
| Great Skyhook | 24" | 2 | 4+ | 2+ | -2 | D6 |
Great Volley Cannon |
| Great Volley Cannon | 18" | 4D6 | 3+ | 3+ | -1 | 1 |
Boarding Weapons |
| Boarding Weapons | 1" | | 4+ | 4+ | - | 1 |
0-9 | 10" | 8 | 10 |
10-12 | 8" | 7 | 8 |
13-15 | 6" | 6 | 6 |
16+ | 4" | 5 | 4 |
Unit Size: 1 Points: 480
Battlefield Role: Behemoth
Base size: 170 x 105mm
Notes: Single
An Arkanaut Ironclad is armed with Aethershot Carbines, Aethershock Torpedoes, Boarding Weapons and 1 of the following weapon options: Great Sky Cannon; Great Skyhook; or Great Volley Cannon.
TRANSPORT VESSEL: This unit can
fly. In addition, up to 22
SKYFARER models can be embarked in it. If this unit is part of an army that is not a Kharadron Overlords army, it can still use the
Sky-fleets battle trait.
Bulwarks of Iron: The formidable Ironclads and Frigates of the Kharadron match the size and presence of even the largest behemoths of the enemy.
This unit counts as 5 models for the purposes of
contesting objectives.
Great Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Great Skyhook is 6 if the target of the attack is a
MONSTER. In addition, If an attack made with this unit’s Great Skyhook scores a hit on a
MONSTER, if that
MONSTER is not slain, after that attack has been resolved, roll a dice. On a 4+, that
MONSTER is snagged until the end of the turn. While a
MONSTER is snagged, it cannot carry out
monstrous rampages. A
MONSTER cannot be snagged more than once in the same turn.
Great Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Each time this unit shoots, choose either the Shrapnel or Shell weapon characteristics for all the attacks it makes with its Great Sky Cannon.
Bomb Racks: This skyvessel carries a variety of bombs that can be dropped onto the battlefield below, obliterating ground targets and leaving smouldering ruin in their wake.
After this unit finishes a
normal move or a
run, you can pick 1 enemy unit that this unit passed across and roll a number of dice equal to the Bomb Racks value shown on this unit’s
damage table. For each 4+, that enemy unit suffers 1
mortal wound. This ability has no effect on units that can
fly.
Supremacy Mine: As the enemy closes in on all sides, the ship’s Captain orders the supremacy mine be dropped, resulting in a catastrophic explosion below.
Once per battle, at the end of the enemy
charge phase, you can say this unit will drop its supremacy mine. If you do so, pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+, that enemy unit suffers a number of
mortal wounds equal to the roll.
ORDER, KHARADRON OVERLORDS, DUARDIN, WAR MACHINE, SKYVESSEL, TRANSPORT VESSEL, ARKANAUT IRONCLAD |
The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
Soul-sheering Blast |
| Soul-sheering Blast | 12" | 1 | |
Raking Claws |
| Raking Claws | 2" | | 4+ | 3+ | -2 | 2 |
Amethyst Fangs |
| Amethyst Fangs | 3" | 3 | 3+ | | -2 | D6 |
0-6 | 16" | 8 | 2+ |
7-9 | 14" | 7 | 3+ |
10-11 | 11" | 6 | 4+ |
12+ | 9" | 5 | 5+ |
Unit Size: 1 Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single
A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
ORDER keyword.
Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a
ward of 5+.
Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purple-glowing pile of ash.
Do not use the
attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6
mortal wounds.
Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a
spell or the ability of an
endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.
ORDER, DRAGON, MONSTER, CARMINE DRAGON |
Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
Slime Spray |
| Slime Spray | 12" | 1 | 4+ | 3+ | -2 | D6 |
Cavernous Maw |
| Cavernous Maw | 3" | 3 | 3+ | 2+ | | D6 |
Writhing Coils |
| Writhing Coils | 2" | | 4+ | 4+ | -1 | 1 |
0-6 | 14" | -3 | 3D6 |
7-8 | 12" | -2 | 2D6 |
9-10 | 10" | -2 | D6 |
11+ | 8" | -1 | D3 |
Unit Size: 1 Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in
reserve. If you do so, at the end of your second
movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.
Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a
ward of 5+.
Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across
terrain features and other models in the same manner as a model that can
fly.
Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1
wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.
Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
Amber Breath |
| Amber Breath | 12" | D6 | 5+ | 3+ | -2 | D3 |
Savage Talons |
| Savage Talons | 2" | | 3+ | 4+ | -2 | 1 |
Impaling Horns |
| Impaling Horns | 2" | 4 | 4+ | 3+ | -1 | D3 |
0-5 | 10" | 3+ | 12 |
6-8 | 8" | 4+ | 10 |
9-11 | 7" | 4+ | 8 |
12+ | 6" | 5+ | 6 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.
Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.
Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll
charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS |
An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
Fiery Bolts |
| Fiery Bolts | 18" | | 4+ | 4+ | -1 | 1 |
Tendrils of Fire |
| Tendrils of Fire | 2" | 6 | 3+ | 4+ | - | 1 |
Burning Lance |
| Burning Lance | 3" | 3 | 3+ | 2+ | -2 | 2 |
0-3 | 8" | 3+ | 10 |
4-6 | 7" | 4+ | 8 |
7-9 | 6" | 4+ | 6 |
10-12 | 5" | 5+ | 4 |
13+ | 4" | 6+ | 2 |
Unit Size: 1 Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single
An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.
MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the
DESTRUCTION or
ORDER keyword.
Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified
hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.
Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the
combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3
mortal wounds.
Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to
wound rolls for attacks made by this model if it is within 1" of any
terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (
core rules, 28.1.3).
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE |
These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
Brimstone Dragonfire |
| Brimstone Dragonfire | 18" | 1 | |
Furnace-hot Jaws |
| Furnace-hot Jaws | 3" | 4 | 3+ | 2+ | | D6 |
Crushing Claws |
| Crushing Claws | 2" | | 4+ | 3+ | -1 | 2 |
0-10 | 16" | -3 | 8 |
11-13 | 14" | -3 | 7 |
14-16 | 12" | -2 | 6 |
17+ | 10" | -2 | 5 |
Unit Size: 1 Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single
A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the
attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6
mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.
Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a
wound or
mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.
DRAGON, MONSTER, MAGMA DRAGON |
Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough to go into battle against them.
Chill Breath |
| Chill Breath | 8" | 6 | 4+ | 3+ | -1 | 1 |
Hideous Jaws |
| Hideous Jaws | 1" | 3 | 3+ | 3+ | | D3 |
Powerful Tail |
| Powerful Tail | 2" | 1 | 4+ | 3+ | -1 | |
0-5 | 8" | -3 | 6 |
6-7 | 7" | -2 | D6 |
8-9 | 6" | -2 | D3 |
10+ | 5" | -1 | 2 |
Unit Size: 1 Points: 280
Battlefield Role: Behemoth
Notes: Single
A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.
MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the
DESTRUCTION or
ORDER keyword.
Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified
wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.
Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from
hit rolls for attacks made with melee weapons that target this model.
Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the
combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can
heal up to D3 wounds allocated to this model.
Warscroll Battalion
| | |
| Unit Size: - Points: 110 Battlefield Role: Warscroll Battalion
Lords of the Skies: Kharadron are filled with confidence as they descend into battle on board their magnificent skyvessels alongside their comrades.
Do not take battleshock tests for units in this warscroll battalion while they are embarked in a friendly TRANSPORT VESSEL. | |
| | |
| | |
| Unit Size: - Points: 100 Battlefield Role: Warscroll Battalion
Lords of the Skies: Kharadron are filled with confidence as they descend into battle on board their magnificent skyvessels alongside their comrades.
Do not take battleshock tests for units in this warscroll battalion while they are embarked in a friendly TRANSPORT VESSEL. | |
| | |
| | |
| Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
Lords of the Skies: Kharadron are filled with confidence as they descend into battle on board their magnificent skyvessels alongside their comrades.
Do not take battleshock tests for units in this warscroll battalion while they are embarked in a friendly TRANSPORT VESSEL. | |
| | |
| | |
| Endrinmaster Drongon Humboldsson is one of the most admired technical minds in the sky-empire, a proponent of cutting-edge aether-propulsion technology who has assembled a retinue of like-minded innovators to ensure the continuation of Kharadron supremacy across the clouds. Unit Size: - Points: 120 Battlefield Role: Warscroll Battalion
Fastest Vessels in the Fleet: Endrinmaster Humboldsson has perfected techniques that wring every ounce of power from the endrins of any skyvessels he or his apprentices work upon.
Add 3" to the Move characteristic of units in this battalion. In addition, at the start of your movement phase, for each unit in this battalion, you can pick 1 friendly SKYVESSEL that is within 3" of that unit. You cannot pick the same SKYVESSEL more than once in the same phase. Add 3" to the Move characteristic of that SKYVESSEL until the end of the phase. | |
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Regiment of Renown
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| The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched with maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity. Gossamid Champion: Elthwin has fought alongside her Gossamid Archers innumerable times. Under her command, their arrows unerringly strike the weak points of their targets.
Add 1 to wound rolls for attacks made by the GOSSAMID ARCHERS unit in this regiment of renown while it is wholly within 12" of the ARCH-REVENANT in this regiment of renown.
Flight of the Zephyrspites: In their effort to return to Alarielle’s court, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.
If the GOSSAMID ARCHERS unit in this regiment of renown is within 3" of the ARCH-REVENANT in this regiment of renown when you roll a 2+ to retreat using its Zephyrspites ability, instead of retreating, you can remove both units from the battlefield, then immediately set them up again so that the GOSSAMID ARCHERS unit is wholly within 3" of a terrain feature, the ARCH-REVENANT is wholly within 3" of the GOSSAMID ARCHERS unit, and both units are more than 9" from all enemy units. | |
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| Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that kingdom quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads the survivors to search the ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth. Unit Size: - Points: 340 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Norgrimm’s Rune Throng. Although taken as a set, each is a separate unit.
Rune of Restored Hearth: Each time he strikes this rune, Norgrimm and his kin are one step closer to the restoration of their ancient glory, and they’ll be damned if anyone tries to set them back.
Once per battle, in your hero phase, you can pick 1 objective within 6" of the RUNELORD in this regiment of renown and say Norgrimm will strike the Rune of Restored Hearth. If you do so, for the rest of the battle, models in this regiment of renown count as 2 models for the purposes of contesting that objective, and their unit has a ward of 5+ while they are contesting that objective. | |
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| From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all. Justice Will Be Served: When a potential target is near, the Blacktalons are resolute in their determination to deliver Azyrite justice.
Friendly THE BLACKTALONS units have a ward of 6+. | |
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| Unit Size: - Points: 540 Battlefield Role: Warscroll Battalion Notes: Unique, Single. These units must be taken as a set referred to as Fjori’s Flamebearers. Although taken as a set, each is a separate unit.
Toe to Toe: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.
Enemy MONSTERS within 3" of any units in this regiment of renown cannot contest objectives.
Defiance of Grimnir: For these vengeful Fyreslayers, the bigger the enemy, the better.
Units in this regiment of renown cannot be picked when your opponent carries out a monstrous rampage. | |
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