Kharadron Overlords – Warscrolls


Infantry Hero


KHARADRON OVERLORDS WARSCROLL
Aether-Khemist
4"
5
4+
2
Masters of alchemy and atmospheric analysis, Aether-Khemists not only augment their comrades’ weapons with a boost of aether-gold, but they can also turn their esoteric devices against their foes to drain the air from their lungs.
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: 120
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
ATMOSPHERIC ISOLATION: An Atmospheric Anatomiser can create a localised vacuum steals the breath from an advancing enemy or depletes the arcane currents that impel foes of unnatural origin.

Effect: Subtract 1 from charge rolls for enemy units within 9" of this unit.

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 Arkanaut Company 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.

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


KHARADRON OVERLORDS WARSCROLL
Aetheric Navigator
4"
5
3+
2
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.
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 Movement Phase
READ THE WINDS: Navigators can signal to nearby Kharadron airships, helping them to steer into prevailing currents.

Declare: Pick a friendly SKYVESSEL or AUTO-ENDRIN within this unit’s combat range and that is not in combat to be the target.

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units. Then, if the target is a SKYVESSEL, you can remove this unit from the battlefield and set it up again on the battlefield wholly within 6" of the target and more than 9" from all enemy units.

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


KHARADRON OVERLORDS WARSCROLL
Arkanaut Admiral
4"
6
3+
2
Arkanaut Admirals are the cream of the sky-ports’ officer class, intrepid leaders and battle-hardened veterans of countless aerial engagements whose booming commands inspire their crews to mighty deeds in the search for profit.
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
Skalfhammer43+3+13
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, Any KHARADRON OVERLORDS

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

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

Effect: For the rest of the phase, each time the target uses a SHOOT ability, you can re-roll 1 of the hit rolls made for that ability.

Once Per Turn (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 to be the target.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the target’s ranged weapons.

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


KHARADRON OVERLORDS WARSCROLL
Brokk Grungsson
Lord-Magnate of Barak-Nar
12"
8
3+
2
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.
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 [Crit (2 Hits)]
Brokk’s Aethermatic Saw
Crit (2 Hits)
53+3+22
BATTLE PROFILE

Unit Size: 1      Points: 260
Base size: 50mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, Any KHARADRON OVERLORDS

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.

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.

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
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER


KHARADRON OVERLORDS WARSCROLL
Codewright
4"
5
3+
2
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.
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: 80
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 SKYFARERS 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 5 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: The target can use a RETREAT ability and still use SHOOT abilities later in the turn. In addition, no mortal damage is inflicted on the target by RETREAT abilities.

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


KHARADRON OVERLORDS WARSCROLL
Drekki Flynt
4"
6
3+
2
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.
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+13
BATTLE PROFILE

Unit Size: 1      Points: 130
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: The Aelsling is manned by a motley crew of ne’erdo-wells with many a tale of daring combat to tell.

Declare: Pick an Arkanaut Frigate in this unit’s regiment to be the target. This unit can use this ability while in reserve, and the target can also be in reserve.

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

Passive
SHE CAN HANDLE IT!: Captain Flynt understands the Aelsling and its capabilities better than he does his own kin.

Effect: You can re-roll run rolls and charge rolls for the AELSLING while it is wholly within 12" of this unit.

Any Combat Phase
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.
  • Subtract 1 from wound rolls made for the target’s attacks for the rest of the turn.

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


KHARADRON OVERLORDS WARSCROLL
Endrinmaster
with Dirigible Suit
12"
8
3+
2
Many Endrinmasters take to the skies in master-crafted dirigible suits, their aetherturbines allowing them to zoom through the air towards skyvessels in need of repair even as an in-built weapon array blasts their enemies into pieces.
KHARADRON OVERLORDS WARSCROLL
Endrinmaster
with Dirigible Suit
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethercannon
Aethercannon18"13+3+23
Dirigible Suit Weapon Battery [Shoot in Combat]
Dirigible Suit Weapon Battery
Shoot in Combat
12"63+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Upgraded Aethermatic Saw
Upgraded Aethermatic Saw43+3+22
BATTLE PROFILE

Unit Size: 1      Points: 160
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
MOBILE REPAIRS: An Endrinmaster is well equipped to carry out emergency repairs in the midst of battle.

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

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

Once Per Turn (Army), Any Combat Phase
COMBAT ENGINEERS: Endrinmasters are trained in combat and possess a natural flair for command – bad news for would-be attackers.

Declare: Pick this unit and up to 1 friendly Endrinriggers unit wholly within 12" of this unit to be the targets.

Effect: For the rest of the turn, combat attacks made by the targets against enemy units that charged this turn have Crit (2 Hits).

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


KHARADRON OVERLORDS WARSCROLL
Endrinmaster
with Endrinharness
4"
6
3+
2
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.
KHARADRON OVERLORDS WARSCROLL
Endrinmaster
with Endrinharness
MELEE WEAPONS
AtkHitWndRndDmg
Aethermight Hammer
Aethermight Hammer34+2+23
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: Any INFANTRY, 0-1 SKYVESSEL
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: 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
MOBILE REPAIRS: An Endrinmaster is well equipped to carry out emergency repairs in the midst of battle.

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

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

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


KHARADRON OVERLORDS WARSCROLL
Null-Khemist
12"
8
3+
2
Clad from head to toe in the latest aether-powered anti-magic suit, a Null-Khemist stands prepared to enter the most hostile environments in the Mortal Realms. Spells and arcane bolts sputter and die in the face of their null-gas emitters, while anyone foolish enough to stray too close finds their extremities crushed by a pneumatic clamp.
KHARADRON OVERLORDS WARSCROLL
Null-Khemist
RANGED WEAPONS
RngAtkHitWndRndDmg
Null-gas Extinguisher [Shoot in Combat]
Null-gas Extinguisher
Shoot in Combat
8"3D62+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Prospecting Clamp
Prospecting Clamp43+4+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Passive
PROTECTION OF THE VOID: The powerful magic-quashing aura of null-gas causes spells and incantations to sputter and die.

Effect: While they are wholly within 12" of this unit, friendly SKYFARER units have WARD (5+) against mortal damage inflicted by SPELL abilities, PRAYER abilities and abilities used by MANIFESTATIONS.

Passive
NULLSUIT: A product of cutting-edge aethermatics, the nullsuit is designed to dampen magic and eliminate those who wield it.

Effect: Double the Damage characteristic of this unit’s weapons for attacks that target PRIESTS, WIZARDS or MANIFESTATIONS.

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


KHARADRON OVERLORDS WARSCROLL
Scourge of Ghyran Codewright
4"
5
3+
2
The Kharadron’s profitable wars in the Everspring Swathe have led to a great demand for Codewrights, experts skilled in debating the finer points of the Kharadron Code. Their utter dedication to the rule of law is so intense that a bellowed quote from the Code can cause enemies to falter in confusion and sudden panic, rendering them easy targets.
KHARADRON OVERLORDS WARSCROLL
Scourge of Ghyran 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: 110
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.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

Any Hero Phase
I’M WATCHING YOU: Squinting and scowling, the Codewright watches with hawkish scrutiny for any breaches of the Code.

Effect: Give this unit D3 vexed points.

Once Per Turn (Army), Your Hero Phase
ALRIGHT, LISTEN UP: The Codewright’s fury at such blatant disregard for the precepts and carefully laid-out clauses of the Code is so infectious that nearby Kharadron unleash a barrage of hastily aimed ‘warning shots’, both to appease their surly charge and to force the enemy’s heads down.

Declare: If this unit is wholly within 12" of a friendly non-HERO KHARADRON OVERLORDS unit, pick a visible enemy unit within 18" of this unit to be the target. Then, choose to spend either 3 or 6 vexed points.

Effect: Pick 1 of the following effects to apply to the target for the rest of the turn:
  • Do you see how fast they are going?!: If you spent 3 vexed points, subtract D3 from the target’s Move characteristic. If you spent 6 vexed points, halve the target’s Move characteristic.
  • Those weapons are against regulation!: If you spent 3 vexed points, subtract 1 from wound rolls for the target’s combat attacks. If you spent 6 vexed points, subtract 1 from the Rend characteristic of the target’s melee weapons and subtract 1 from wound rolls for the target’s combat attacks.

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

Infantry


KHARADRON OVERLORDS WARSCROLL
Arkanaut Company
4"
1
4+
1
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.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Company
RANGED WEAPONS
RngAtkHitWndRndDmg
Privateer Pistol [Shoot in Combat]
Privateer Pistol
Shoot in Combat
10"24+4+-1
Privateer Heavy Weapon
Privateer Heavy Weapon15"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Arkanaut Hand Weapon
Arkanaut Hand Weapon24+4+-1
Skypike [Charge (+1 Damage)]
Skypike
Charge (+1 Damage)
23+3+12
BATTLE PROFILE

Unit Size: 10      Points: 90
Base size: 25mm
Can be reinforced: Yes

  • Each model in this unit is armed with a Privateer Pistol and Arkanaut Hand Weapon.
  • 2/10 models can replace their Privateer Pistol with a Privateer Heavy Weapon (Aethermatic Volley Gun or Light Skyhook).
  • 1/10 models can replace both their weapons with a Skypike.;
  • The champion cannot replace their weapons.

Once Per Turn (Army), Any Combat Phase
GRIZZLED BUCCANEERS: Arkanauts learn to fight with cutlass and pistol, combining the two to fearsome effect.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 3+:
  • This unit can immediately use a SHOOT ability as if it were your shooting phase but all of its attacks must target the target enemy unit.
  • For the rest of the phase, this unit’s Privateer Heavy Weapons have Shoot in Combat.

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


KHARADRON OVERLORDS WARSCROLL
Endrinriggers
12"
2
3+
1
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.
KHARADRON OVERLORDS WARSCROLL
Endrinriggers
RANGED WEAPONS
RngAtkHitWndRndDmg
Rapid-fire Rivet Gun [Shoot in Combat]
Rapid-fire Rivet Gun
Shoot in Combat
10"33+4+11
Aethermatic Volley Gun [Crit (2 Hits)]
Aethermatic Volley Gun
Crit (2 Hits)
15"2D64+4+-1
Skyrigger Heavy Weapon [Anti-MONSTER (+1 Rend)]
Skyrigger Heavy Weapon
Anti-MONSTER (+1 Rend)
15"14+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Aethermatic Saw [Anti-charge (+1 Rend)]
Aethermatic Saw
Anti-charge (+1 Rend)
34+3+12
Gun Butt
Gun Butt14+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 110
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 a Skyrigger 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 conduct intricate repair work even as battle rages around them.

Declare: Pick a friendly SKYVESSEL or Zontari Endrin Dock 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
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.
KHARADRON OVERLORDS WARSCROLL
Grundstok Thunderers
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershot Rifle
Aethershot Rifle18"23+4+11
Aetheric Fumigator or Decksweeper [Shoot in Combat]
Aetheric Fumigator or Decksweeper
Shoot in Combat
10"53+4+-1
Grundstok Mortar or Aethercannon
Grundstok Mortar or Aethercannon18"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Gun Butt
Gun Butt14+5+-1
BATTLE PROFILE

Unit Size: 5      Points: 130
Base size: 32mm
Can be reinforced: Yes

  • Each model in this unit is armed with an Aethershot Rifle and 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.

Once Per Turn (Army), Your Shooting Phase, Reaction: You declared a SHOOT ability for this unit
SPECIALIST GRUNDSTOK AMMUNITION: The Gruncorps outfits its soldiers with the latest in experimental munitions.

Declare: Pick Shieldbreaker ammunition or Thunderdrakk ammunition.

Effect: If all of the attacks made for that SHOOT ability target the same enemy unit, after that SHOOT ability has been resolved, roll a dice and add the number of damage points allocated to the target by that SHOOT ability. If the roll is higher than the target’s Control characteristic, apply the following effect to the target based on the ammunition type picked:

Shieldbreaker: Ward rolls cannot be made for the target until the start of your next turn.

Thunderdrakk: That target has a maximum control score of 1 until the start of your next turn.

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


KHARADRON OVERLORDS WARSCROLL
Skywardens
12"
2
3+
1
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.
KHARADRON OVERLORDS WARSCROLL
Skywardens
RANGED WEAPONS
RngAtkHitWndRndDmg
Vulcaniser Pistol [Shoot in Combat]
Vulcaniser Pistol
Shoot in Combat
10"33+3+11
Aethermatic Volley Gun [Crit (2 Hits)]
Aethermatic Volley Gun
Crit (2 Hits)
15"2D64+4+-1
Skyrigger Heavy Weapon [Anti-MONSTER (+1 Rend)]
Skyrigger Heavy Weapon
Anti-MONSTER (+1 Rend)
15"14+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Skywarden’s Skypike [Charge (+1 Damage)]
Skywarden’s Skypike
Charge (+1 Damage)
23+3+12
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 Vulcaniser Pistol and Skywarden’s 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 Skyrigger Heavy Weapon (Grapnel Launcher, Skyhook or Drill Launcher) and Gun Butt.
  • The champion cannot replace their weapons.

End of Any Turn
TIMED CHARGES: Skywardens hurl explosive devices that shred the enemy and provide cover for their own retreat.

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
Vongrim Harpoon Crew
12"
2
4+
1
A Vongrim Harpoon Crew is a supreme monster-hunting machine, a gathering of grizzle-bearded veterans who have seen, fought and killed some of the meanest horrors to ply the sky-lanes. They pursue their prey with light endrinpacks, hurling skydrake harpoons that can punch through the armoured hide of a megalofin with ease.
KHARADRON OVERLORDS WARSCROLL
Vongrim Harpoon Crew
RANGED WEAPONS
RngAtkHitWndRndDmg
Skydrake Harpoon or Firearm [Anti-MONSTER (+1 Rend)]
Skydrake Harpoon or Firearm
Anti-MONSTER (+1 Rend)
12"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Pioneer Weapons
Pioneer Weapons24+3+11
BATTLE PROFILE

Unit Size: 5      Points: 90
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
LIGHT ENDRINPACKS: The aether-powered backpacks worn by the Vongrim allow them to travel light and swift.

Effect: If this unit is in combat, it can move 2D6" but must end that move in combat.

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


KHARADRON OVERLORDS WARSCROLL
Vongrim Salvagers
12"
2
4+
1
Bonded by the shared trauma of lost ships and a sense of unity forged by hard times, Vongrim Salvagers go about their dangerous work with customary efficiency. With pistol, steel and cudgel, they cut down their foes and seize hold of profitable territory, refusing to give up their gains at any cost.
KHARADRON OVERLORDS WARSCROLL
Vongrim Salvagers
RANGED WEAPONS
RngAtkHitWndRndDmg
Privateer Pistol [Shoot in Combat]
Privateer Pistol
Shoot in Combat
10"24+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Vongrim Cutlass [Crit (2 Hits)]
Vongrim Cutlass
Crit (2 Hits)
34+3+11
BATTLE PROFILE

Unit Size: 5      Points: 100
Base size: 32mm
Can be reinforced: Yes

Any Combat Phase
SPOTTER’S FLAREGUN: Firing this flaregun sends a message to all nearby Kharadron: this place is claimed and must be defended.

Declare: Pick an objective within 9" of this unit to be the target.

Effect: Roll a dice. On a 3+, apply the following effects for the rest of the turn:
  • Add 1 to hit rolls for combat attacks made by friendly SKYFARER units that target a unit that is contesting the target objective.
  • Add 1 to the Rend characteristic of melee weapons used by friendly Vongrim Salvagers and Vongrim Harpoon Crew units for attacks that target a unit that is contesting the target objective.

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
Skypike [Crit (Mortal)]
Skypike
Crit (Mortal)
23+3+12
Arkanaut Cutter
Arkanaut Cutter24+4+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
MODELBASE SIZE
Bjorgen Thundrik, Khazgan Drakkskewer and Dead-Eye Lund32mm
Garodd Alensen and 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
10"
14
2+
5
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.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Frigate
RANGED WEAPONS
RngAtkHitWndRndDmg
Heavy Sky Ordnance
Heavy Sky Ordnance24"44+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons84+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 300
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Heavy Sky Ordnance is 3.

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, that are not in combat and that 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 must 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. If this unit is in combat, 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, and the targets cannot use any more Core abilities for the rest of the phase.
KEYWORDSCORE, CHARGE, MOVE

Once Per Turn (Army), Any Combat Phase
INCOMING!: The skyvessel fires a close-range fusillade at a foe bearing down upon it.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

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"
18
2+
5
Amongst the heaviest Kharadron ships of the line, the redoubtable Ironclads provide a floating fortress at the heart of any airfleet, bombarding their targets from afar with explosive shells and armour-piercing torpedoes.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Ironclad
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershock Torpedoes
Aethershock Torpedoes18"64+3+12
Great Sky Ordnance
Great Sky Ordnance24"64+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons84+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 460
Base size: 170 × 105mm
Can be reinforced: No

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

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).

Once Per Turn (Army), Any Combat Phase
INCOMING!: The skyvessel fires a close-range fusillade at a foe bearing down upon it.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 2+, inflict an amount of mortal damage on the target equal to the roll.

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
Auto-Endrin
12"
5
4+
-
Each device deployed from a Zontari station is a miracle of aether-endrineering. Customised with various offensive weapons and tools, these Auto-Endrins are programmed to seek out enemy threats and self-destruct, unleashing their bespoke payloads to devastating effect.
KHARADRON OVERLORDS WARSCROLL
Auto-Endrin
This unit comprises 1 of the following: Nullifier Auto-Endrin, Stuncloud Auto-Endrin or Grudgeblast Auto-Endrin.

Passive
EXPENDABLE MUNITIONS: Auto-Endrins are designed to be one-shot weapons, though they are so cheap and easy to manufacture that there are always more to throw at the enemy.

Effect: The following apply to this unit:
  • This unit has a maximum control score of ‘-’.
  • When this unit is destroyed or removed from the battlefield, it does not count as being destroyed for the purposes of other rules (such as scoring battle tactics).
  • This unit cannot be picked to be the target of or be affected by any non-CORE abilities used by other friendly units unless the ability specifies AUTO-ENDRIN.
  • Ignore this unit for the purposes of friendly and enemy battle tactics.

Once Per Turn (Army), Any Combat Phase
NULLIFIER AUTO-ENDRIN: This Auto-Endrin carries a gigantic null-field emitter for dispelling magic.

Declare: If this unit is a Nullifier Auto-Endrin, each enemy MANIFESTATION in combat with it is a target.

Effect: Make a banishment roll of 3D6 for each target. If the banishment roll equals or exceeds the banishment value on the MANIFESTATION’s warscroll, it is banished and removed from play. Then, remove this unit from the battlefield.

Once Per Turn (Army), Any Combat Phase
STUNCLOUD AUTO-ENDRIN: The Stuncloud spews an alchemical substance that stuns and disorients.

Declare: If this unit is a Stuncloud Auto-Endrin, each enemy unit in combat with it is a target.

Effect: Roll a dice for each target. If the roll is equal to or lower than that target’s Health characteristic, subtract 10 from the control score of that target for the rest of the turn. Then, remove this unit from the battlefield.

Once Per Turn (Army), Any Combat Phase
GRUDGEBLAST AUTO-ENDRIN: This device is equipped with a precision charge for demolition work.

Declare: If this unit is a Grudgeblast Auto-Endrin, each enemy unit in combat with it is a target.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, remove this unit from the battlefield.

KEYWORDS
WAR MACHINE, FLY, AUTO-ENDRIN
ORDER, KHARADRON OVERLORDS


KHARADRON OVERLORDS WARSCROLL
Grundstok Gunhauler
14"
10
2+
2
Small, manoeuvrable and deadly, the Grundstok Gunhauler is an escortclass ship tasked with ensuring the safety of the airfleets’ larger skyvessels. They perform this role well, swarming in defence before peeling off to launch blistering attack runs.
KHARADRON OVERLORDS WARSCROLL
Grundstok Gunhauler
RANGED WEAPONS
RngAtkHitWndRndDmg
Sky Ordnance
Sky Ordnance15"34+3+23
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons44+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 105 × 70mm
Can be reinforced: No

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).

Passive
LONG-LINE SLINGS: Specialised harnesses allow Kharadron to rapidly deploy from fast-moving vessels.

Effect: When you use the ‘Transport Skyfarers’ ability for this unit, you can pick units in combat to be targets.

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.

Once Per Turn (Army), Any Combat Phase
AETHERSHOT OVERWATCH: Woe betide those who charge a Grundstok gunline.

Declare: Pick an enemy unit that charged this turn and is 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
WAR MACHINE, FLY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYVESSEL


KHARADRON OVERLORDS WARSCROLL
Scourge of Ghyran Grundstok Gunhauler
14"
10
3+
2
State-of-the-art two-duardin attack craft, Grundstok Gunhaulers are the signature vessels of the Grundcorps. Both sturdy and swift, they have proved deadly above the tangled canopies of the Jade Kingdoms, taking on agile foes in aerial combat and laying waste to ground targets with a barrage of high-explosive bombs.
KHARADRON OVERLORDS WARSCROLL
Scourge of Ghyran Grundstok Gunhauler
RANGED WEAPONS
RngAtkHitWndRndDmg
Sky Ordnance
Sky Ordnance15"34+3+23
MELEE WEAPONS
AtkHitWndRndDmg
Bombs and Boarding Weapons
Bombs and Boarding Weapons44+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 105 × 70mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.
This unit can be reinforced even though it has a minimum unit size of 1.

Passive
TRANSPORT CAPACITY
Effect: This unit cannot transport any friendly units.

Passive
ATTACK SQUADRON: Groups of Gunhaulers range ahead to clear the way for larger skyvessels.

Effect: While this unit is wholly within 12" of any other friendly Grundstok Gunhaulers, it can use SHOOT abilities even if it used the ‘Run’ ability in the same turn.

Any Shooting Phase
FIGHTER VESSEL: Gunhaulers are built for speed and manoeuvrability, zipping around larger vessels in the fleet to identify and eliminate priority targets.

Effect: If this unit used a SHOOT ability this phase, this unit can move D6". It cannot end that move in combat.

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

Faction Terrain


KHARADRON OVERLORDS WARSCROLL
Zontari Endrin Dock
-
10
3+
-
A cutting-edge innovation from the finest endrineering minds in the sky-empire, the Zontari Endrin Dock is designed to allow the Kharadron to defend their most precious assets. It deploys aether-powered auto-endrins that seek out enemy formations before detonating or deploying anti-magic measures.
KHARADRON OVERLORDS WARSCROLL
Zontari Endrin Dock
Deployment Phase
RELEASE THE AUTO-ENDRINS: Automated defence drones spill from the dock like wasps from a nest.

Effect: Set up a friendly Nullifier Auto-Endrin, Stuncloud Auto-Endrin and Grudgeblast Auto-Endrin (see the Auto-Endrin warscroll) on the battlefield within friendly territory, wholly within 6" of this terrain feature and more than 9" from all enemy units.

Your Hero Phase
REPAIR ROUTINES: Auto-Endrins can be used to assist with combat repairs.

Declare: Pick a friendly SKYVESSEL within 3" of this terrain feature to be the target.

Effect: Make a repair roll of D6. Add 1 to the roll if there is a friendly Endrinmaster with Dirigible Suit or Endrinmaster with Endrinharness within 3" of this terrain feature. On a 4+, Heal (3) the target.

Your Hero Phase
ENDRINWORKS OUTPOST: The Endrin Dock continuously assembles new drones, a process that is expedited if a skilled endrineer is overseeing its operation.

Declare: Pick a friendly AUTO-ENDRIN that has been removed from the battlefield to be the target.

Effect: Make a manufacturing roll of D6. Add 1 to the roll if there is a friendly Endrinmaster with Dirigible Suit or Endrinmaster with Endrinharness within 3" of this terrain feature. On a 4+, set up a replacement AUTO-ENDRIN on the battlefield, wholly within 6" of this terrain feature and more than 3" from all enemy units. Each friendly AUTO-ENDRIN can be replaced any number of times.

KEYWORDS
FACTION TERRAIN, FLY
ORDER, KHARADRON OVERLORDS

Regiment of Renown


REGIMENT OF RENOWN
Bloodthirsty Shiver
The Idoneth refer to a formation of two Allopexes as a Bloodthirsty Shiver – and for good reason. Perfected by the warlike Fuethán enclave and sought after by many forces of Order, this deadly pairing is fast, resilient and brimming with raw killing power. In their wake, the ethersea is stained red with the blood of the foe.
REGIMENT OF RENOWN
Bloodthirsty Shiver
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 300

Your Hero Phase
HUNT OF THE BLOODTHIRSTY SHIVER: Advancing in tandem, the Akhelian Allopexes either evade the foe in skilled formation or close in to deliver the killing bite.

Effect: If both units in this Regiment of Renown are within each other’s combat range, pick 1 of the following effects to apply until the start of your next turn:

Evasive Approach: While both units in this Regiment of Renown are within each other’s combat range, subtract 1 from hit rolls for attacks that target them.

Ferocious Attack: While both units in this Regiment of Renown are within each other’s combat range, their Allopex’s Ferocious Bites have Crit (2 Hits).


REGIMENT OF RENOWN
Bundo Whalebiter
Kraken-eater Mega-Gargants are irascible old souls who have seen it all. They find just as much satisfaction in watching the sun rise while seated atop their favourite rock as they do in destroying a village, and they crave the relief that only the sea can provide – as well as the bounty that washes up on its shores. Bundo Whalebiter is a legend along Ghur’s Coast of Tusks. He is that rarest of things, a gargant known for both brain and brawn, and has been ever since an encounter with ocean-dwelling aelves near the Icefangs. While pursuing the aelves – for the sight of their sea creatures flying about out of the water irritated him to no end – Bundo was distracted by a Fangmora Eel to which a glowing lantern had been attached. The gargant throttled the creature and took the trinket, hanging it from his ear as a fetching accoutrement. The aetherquartz in the lantern worked its magics upon Bundo, heightening his intellect such that he can now converse with shocking clarity for a gargant. As a result, Bundo has won many mercenary contracts by arguing the value in having colossal aid to call upon.
REGIMENT OF RENOWN
Bundo Whalebiter

BATTLE PROFILE

Points: 450

Once Per Turn (Army), Any Combat Phase
DEAD CUNNING, FOR A GARGANT: The aelven artefact hanging from Bundo’s ear has increased his intellect, giving him brains as well as brawn. He can be uncannily patient, knowing just where and when to strike to cause maximum havoc. Some say his hoard even contains strange papery things called ‘books’…

Effect: For the rest of the turn, add 1 to the Attacks characteristic of this unit’s weapons.

Then, roll a dice. On a 4+, this unit has STRIKE-LAST for the rest of the turn.
KEYWORDSRAMPAGE

Passive
TIMBERRRRR!: A dying gargant is a weapon of ruin in its own right, though it is anyone’s guess where their body will fall.

Effect: When the MEGA-GARGANT in this regiment of renown is slain, before removing it from play, the players must roll off. The winner picks a point on the battlefield within 3" of that model. Inflict D3 mortal damage on each unit (friendly and enemy) within 3" of that point that has a lower Health characteristic than that model.


REGIMENT OF RENOWN
Namarti Shore Raid
Led by a veteran Akhelian Thrallmaster, a Namarti Shore Raid is trained to harry the enemy relentlessly. Such contingents are often dispatched to aid the Idoneth’s allies as scouts and ambush troops. Their swiftness allows them to outflank and surprise enemy hosts, turning the tide of battle.
REGIMENT OF RENOWN
Namarti Shore Raid
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 300

Deployment Phase
IN THE SHADOW OF THE ETHERSEA: Though their allies may not understand the nature of the ethersea, they have come to rely on the advantages it provides in battle as the Idoneth advance out of sight of the enemy.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve in the ethersea. They have now been deployed.
KEYWORDSDEPLOY

Your Movement Phase
LAUNCH THE ATTACK: There is a sudden blur of movement as these Namarti warriors burst forth from an unseen quarter.

Declare: Pick each unit in this Regiment of Renown that is in the ethersea.

Effect: Set up each unit on the battlefield wholly within 7" of a battlefield edge, more than 9" from all enemy units and within the combat range of another unit in this Regiment of Renown. Then, each unit can immediately move D3". The units cannot move into combat during any part of that move.


REGIMENT OF RENOWN
The Horizon Seekers
One of the most famed Vanguard formations is that of Lord-Aquilor Tyran Veld, a grizzled veteran who has fought campaigns in every realm save Azyr. Known as the Horizon Seekers, his retinue are often seconded to Sigmar's allies, serving as scouts and putting their hard-earned knowledge of the realms' hinterlands to good effect as they harry enemies and seize control of vital objectives.
REGIMENT OF RENOWN
The Horizon Seekers
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 500

Passive
HUNTER’S COHESION: The Horizon Seekers have long roamed the wilderness together, operating in well-honed unison to run circles around the foe.

Effect: Each time this Regiment of Renown’s Lord-Aquilor uses its ’Ride the Winds Aetheric’ ability, you can pick all units in this Regiment of Renown that are not in combat to be the targets.

In addition, add 1 to hit rolls for attacks made by this Regiment of Renown’s Lord-Aquilor and VANGUARD-PALLADORS units that target a HUNTED enemy unit.

Designer’s Note: See the ’Astral Compass’ ability on the Vanguard-Hunters warscroll to see how an enemy unit can become Hunted.


REGIMENT OF RENOWN
The Scarlet Jury
None may escape Ushoran’s justice; to ensure this, one must occasionally ally with uncouth outsiders. Such is the belief of Grand Justice Gormayne, who can be found travelling the realms with his pack of ‘jurors’. Those who understand the nature of the ghouls’ affliction may play along, taking advantage of the chance to direct their frenzy in battle. Plus, Gormayne can be surprisingly reasonable – at least some of the time…
REGIMENT OF RENOWN
The Scarlet Jury

BATTLE PROFILE

Points: 300

Passive
PUNISHMENT FITS THE CRIME: For Gormayne, the practice of law is quite simple. The crime is always life; the sentence is always death.

Effect: You believe the ‘Accusations of Regicide’ DELUSION (see Grand Justice Gormayne’s warscroll).


REGIMENT OF RENOWN
Valnir’s Stormwing
One of the brightest stars of the Hammers of Sigmar, Knight-Draconis Aldus Valnir is an expert drake-rider known for his death-defying bravery. Lending his lance to Sigmar's allies in the fight against darkness, he is accompanied in battle by his loyal bodyguard Ortana. The two have developed a formidable synergy, timing their aerial charges to deliver a devastating one-two punch to the enemy.
REGIMENT OF RENOWN
Valnir’s Stormwing

BATTLE PROFILE

Points: 370

Once Per Battle (Army), Your Hero Phase
HOUR OF RETRIBUTION: Aldus Valnir and Ortana dive down from the clouds into the midst of the reelingfoe, using the shock of their sudden assault to inflict maximum damage.

Effect: For the rest of the turn:
  • Add 1 to wound rolls for attacks made by units in this Regiment of Renown.
  • Add 1 to save rolls for units in this Regiment of Renown.


REGIMENT OF RENOWN
Elthwin’s Thorns
The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched by 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.
REGIMENT OF RENOWN
Elthwin’s Thorns

BATTLE PROFILE

Points: 240

Your Shooting Phase
GOSSAMID CHAMPION: Elthwin directs her Gossamid kin to let fly volleys of suppressing shots.

Declare: Pick the Arch-Revenant in this Regiment of Renown to use this ability, the pick a visible enemy unit within 12" of them to be the target.

Effect: Until the start of your next turn, subtract X from charge rolls for the target, where X is the number of damage points allocated to the target this phase by shooting attacks made by the Gossamid Archers unit in the Regiment of Renown, to a maximum of 6.

Once Per Turn (Army), Your Shooting Phase
FLIGHT OF THE ZEPHYRSPITES: In their effort to reach Alarielle’s court and be healed, Elthwin’s Thorns are carried by swift and loyal Zephyrspites.

Effect: If both units in this Regiment of Renown are within each other’s combat range and neither unit is in combat, roll a dice. On a 3+, remove both units from the battlefield, then set them up again within each other’s combat range, wholly within 3" of a terrain feature and more than 9" from all enemy units.


REGIMENT OF RENOWN
Enforcers of the Tithe
Unlike most undead, the Ossiarchs are willing to compromise – provided their tithe is not waylaid. Though they bear little trust for the forces of Chaos, a desperate or cunning general may be able to direct them towards a mutual foe. After all, the Bonereapers will happily harvest the corpses of both sides…
REGIMENT OF RENOWN
Enforcers of the Tithe

BATTLE PROFILE

Points: 490

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Such is Arkhan’s command of necromancy that even magic withers in his presence.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability, then pick a NON-HERO INFANTRY unit (friendly or enemy) within its combat range to be the target.

Effect: Roll a dice. If the roll equals or exceeds the target’s Health characteristic, 1 model in the target unit is slain, then give the unit using this ability 1 bone-tithe point.

Your Hero Phase
7
SOUL TAX: Part of the Ossiarchs’ tithe is inevitably a portion of their allies’ souls.

Declare: Pick the Mortisan Ossifector in this Regiment of Renown to cast this spell, then:
  • Pick a friendly unit, excluding units in this Regiment of Renown, to be the target.
  • Pick a unit in this Regiment of Renown to be the recipient.

The target and the recipient must be wholly within 12" of and visible to the caster. Then, make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target has a maximum control score of 1.
  • Add 1 to hit rolls and wound rolls for the recipient’s combat attacks.
KEYWORDSSPELL

Your Movement Phase
REBUILD ON THE MARCH: Ossiarch warconstructs can fashion new warriors at a fearsome rate if bone is in ample supply.

Declare: Pick the Gothizzar Harvester in this Regiment of Renown to use this ability if it has 6 bone-tithe points. Then, pick another unit in this Regiment of Renown that has been destroyed to be the target.

Effect: Reset the Gothizzar Harvester’s bone-tithe points to 0. Then, set up a replacement of the target unit with half the number of models (rounding up) wholly within 9" of the Gothizzar Harvester and more than 9" from all enemy units.


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: 470

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.


REGIMENT OF RENOWN
Gotrek Gurnisson
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
REGIMENT OF RENOWN
Gotrek Gurnisson
ORGANISATION
  • 1 Gotrek Gurnisson

BATTLE PROFILE

Points: 340


FYRESLAYERS WARSCROLL
Gotrek Gurnisson
4"
8
5+
2
3+
Gotrek Gurnisson hails from a world lost to legend. After a great shame befell him, he swore an oath to meet an honourable death in battle – but with his warrior skill and the unwelcome favour of the fallen god Grimnir, no foe has yet proven equal to the task. Cantankerous, surly and stubborn to a fault, Gotrek is ever travelling across the realms in search of battle. For a worthy cause, he might lend his axe for a time; still, allies are wise to keep out of the Slayer’s business, if they know what’s good for them.
FYRESLAYERS WARSCROLL
Gotrek Gurnisson
MELEE WEAPONS
AtkHitWndRndDmg
Zangrom-az [Crit (Mortal)]
Zangrom-az
Crit (Mortal)
82+2+23
Any Combat Phase
1
UNSTOPPABLE BATTLE FURY: Once Gotrek has started to fight, he continues to do so with a relentless fury that abates only when all his opponents lie slain.

Effect: is unit can use 2 FIGHT abilities this phase. After the first is used, however, this unit has STRIKE-LAST for the rest of the turn.

Passive
‘I’LL GET THERE MYSELF!’: Gotrek is renowned for his legendary stubbornness.

Effect: This unit cannot be set up in reserve and cannot be targeted by abilities that would remove it from the battleeld.

KEYWORDS
UNIQUE, INFANTRY, HERO, WARD (3+)
ORDER, DUARDIN


REGIMENT OF RENOWN
Norgrimm’s Rune Throng
Once, Clan Arzabul were nobles amongst the Khazalid Empire. Yet the fall of that nation quashed their fortunes. Rather than succumb to despair, the Runelord Norgrimm leads his surviving kin to search ruined karaks for valuable rune-lore. Amongst this recovered knowledge is the Rune of Restored Hearth.
REGIMENT OF RENOWN
Norgrimm’s Rune Throng
INCLUSION

This Regiment of Renown can be included in armies from the following factions:
ORGANISATION

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Your Hero Phase
RUNE OF RESTORED HEARTH: Upon striking this rune, Norgrimm and his kin are filled with a tenacious impulse to restore their people’s glory.

Effect: If the Runelord in the Regiment of Renown is contesting an objective, for the rest of the battle, units in this Regiment of Renown have WARD (5+) while they are contesting that objective.

Your Hero Phase
4
WRATH AND RUIN: The very earth cracks before the priest, venting fire and sulphurous fumes that engulf the enemy.

Declare: Pick the Runelord in this Regiment of Renown to chant this prayer, pick a visible enemy unit within 18" of them to be the target, then make a chanting roll of D6.

Effect: Roll 6 dice. If the chanting roll was 8+, roll 9 dice instead. For each 5+, inflict 1 mortal damage on the target. If 3 or more damage points are allocated to the target as a result of those dice rolls, ignore positive modifiers to save rolls for the target until the start of your next turn.
KEYWORDSPRAYER, UNLIMITED


REGIMENT OF RENOWN
Nurgle’s Gift
Nurgle is a generous god, granting gifts even to those who deny their genius. It takes only one infected well, watering hole or imported keg for corruption to bite. At first, a warrior feels little but mild discomfort – but as the day of battle draws near, their suffering deepens, and an eager giggling echoes through the aether…
REGIMENT OF RENOWN
Nurgle’s Gift
ORGANISATION

Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.


BATTLE PROFILE

Points: 180
Notes: Each unit in this Regiment of Renown has the NURGLE’S GIFT keyword.

Deployment Phase
INCUBATION PERIOD: Nurgle’s gifts can incubate slowly within the afflicted, gaining a malign sentience.

Declare: This ability must be used to deploy this Regiment of Renown.

Effect: Set up the units in this Regiment of Renown in reserve festering within. They have now been deployed.
KEYWORDSDEPLOY

Passive
BURSTING WITH LIFE: Guts roil and buboes weep before cheering Nurglings burst forth from the slain.

Effect: If a friendly non-NURGLE’S GIFT unit would be destroyed, before the last model is removed from play, roll a dice. Add 1 to the roll for each other friendly non-NURGLE’S GIFT unit that has been destroyed this battle. On a 5+, pick a friendly unit that is festering within and set it up wholly within 6" of that model. It can be set up in combat.


REGIMENT OF RENOWN
Saviours of Cinderfall
The backstreets and catacombs of the God-King’s free cities conceal innumerable threats, from lurking monsters to hidden cults. It is the duty of the Saviours of Cinderfall to root out these horrors with blade and spell, and there are few more effective at this than Hanniver Toll and his companion Armand Callis. Along with a motley retinue of hired blades, these heroes fight a bitter underground war to keep the Cities of Sigmar from sliding into disorder and bloodshed.
REGIMENT OF RENOWN
Saviours of Cinderfall
INCLUSION

This Regiment of Renown can be included in armies from the following factions:

BATTLE PROFILE

Points: 270

Passive
DUTY BOUND: Hanniver Toll has assembled a formidable array of agents, bound by oath – or debt – to serve Sigmar unto death.

Effect: While every model in the same unit in the Regiment of Renown is contesting the same objective, add 1 to save rolls and ward rolls for that unit.

Once Per Battle (Army), Deployment Phase
SIGMAR’S JUSTICE: Callis, Toll and their companions are single-minded in their purpose: the elimination of a high-priority target.

Declare: Pick an enemy unit to be marked for justice. You can pick a unit that is in reserve.

Effect: For the rest of the battle, add 1 to wound rolls for combat attacks made by units in this Regiment of Renown that target a unit that is marked for justice.


REGIMENT OF RENOWN
Stumblefoot Gargant
The rise of the Mega-Gargants has focused many of their smaller mates, but there are always some who loot great kegs of ale and get a bit carried away. Staggering across the land in a drunken stupor, these gargants just turn up on one side of the battlefield and canny commanders simply move their troops out of the way…
REGIMENT OF RENOWN
Stumblefoot Gargant

BATTLE PROFILE

Points: 140

Once Per Turn (Army), Any Shooting Phase
PROJECTILE VOMIT: Better out than in, as they say…

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn. Then, pick a point on the battlefield within 6" of this unit and pick all other units (friendly and enemy) within 3" of that point to be the targets.

Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on that target equal to the roll.
KEYWORDSRAMPAGE

Once Per Turn (Army), Any Combat Phase
BELLOWING MOCKERY: Drunken gargants often holler incoherent insults to aggravate and taunt.

Declare: Pick this unit to use this ability if it has not used a RAMPAGE ability this turn, then pick an enemy unit within this unit’s combat range to be the target.

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

Once Per Turn (Army), Any Charge Phase
WHAT’RE YOU LOOKIN’ AT?: Bleary eyes narrowed, the gargant picks a fight with a cocky-looking target.

Declare: Pick this unit to use this ability if it charged this turn and has not used a RAMPAGE ability this turn. Then, pick an enemy unit within 9" of this unit to be the target.

Effect: Roll 2D6. This unit can move a number of inches equal to the roll. It can pass through enemy models and must end that move in combat with the target.
KEYWORDSRAMPAGE


REGIMENT OF RENOWN
The Blacktalons
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.
REGIMENT OF RENOWN
The Blacktalons

BATTLE PROFILE

Points: 320

Once Per Battle (Army), Any Combat Phase
JUSTICE WILL BE SERVED: When her appointed target is within her grasp, Neave fights with the overwhelming fury of an Azyrite storm.

Declare: Pick the Neave Blacktalon in this Regiment of Renown to be the target if it is in combat with an enemy HERO.

Effect: The target can use 2 FIGHT abilities this phase. Each time it does so, if it is in combat with an enemy HERO, all of its attacks must target an enemy HERO. In addition, after the first FIGHT ability is used, the target has STRIKE-LAST for the rest of the turn.
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 may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Guild Officer.

Infantry Hero
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

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
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.
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).
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
Battle Traits
Passive
SKYVESSEL COVER: With a mighty skyvessel floating above providing covering fire, Kharadron Overlords are much harder to target.

Effect: Subtract 1 from hit rolls for attacks that target friendly KHARADRON OVERLORDS INFANTRY units while they are wholly within 6" of a friendly Arkanaut Ironclad or Arkanaut Frigate.

Once Per Battle (Army), Deployment Phase
FLYING HIGH: Often one skyvessel will hold back high above the battlefield, only to descend and deploy additional troops where and when they are most needed.

Declare: Pick a friendly SKYVESSEL that is in a regiment from which no units have been deployed, then pick a number of units up to its Transport Capacity (see its warscroll) that are in its regiment.

Effect: Set up all of those units in reserve in the clouds. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle (Army), Deployment Phase
THE FLAGSHIP: Every fleet commander designates one of their vessels to be their flagship.

Declare: Pick a friendly SKYVESSEL to be the target. The target can be in reserve.

Effect: The target has the FLAGSHIP keyword for the rest of the battle. Give the target 1 Great Endrinwork.

Designer’s Note: This Great Endrinwork is given to the unit during the deployment phase, not during army composition. It can be given to the target even if it already has a Great Endrinwork.

Your Movement Phase
DESCEND FROM THE CLOUDS: As a skyvessel swoops down to the battlefield, its Kharadron passengers scramble to disembark and storm the enemy lines.

Declare: Pick a friendly SKYVESSEL in the clouds to use this ability.

Effect: Set up that SKYVESSEL anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units that were set up in the clouds with that SKYVESSEL wholly within 6" of it and more than 9" from all enemy units.

Your Movement Phase, Reaction: You declared a non-CHARGE MOVE ability for a friendly SKYVESSEL
TRANSPORT SKYFARERS: The Kharadron rule the skies of the realms with fleets of fearsome airships crewed by hardened duardin.

Effect: Pick a number of units up to that SKYVESSEL’s Transport Capacity (see its warscroll) that are wholly within 6" of it and not in combat to be the targets. Units that have been transported this turn cannot be targets.

Remove the targets from the battlefield. After the SKYVESSEL ends its move, you must set up each target unit on the battlefield, wholly within 6" of that SKYVESSEL and not in combat. Those units have been transported. A unit cannot use CHARGE abilities if it was transported in the same turn.

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.
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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).

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!
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.
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

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).
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.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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.

18.4 Destroyed Units
When the last model in a unit is slain, the unit is destroyed and all remaining damage points inflicted on that unit have no effect. Similarly, if something causes a unit to be destroyed, all models in the unit are slain and removed from play.
16.0 Picking Targets
When declaring an ATTACK ability for a unit, you must pick the target unit(s) for its attacks. The number of attacks each model can make is equal to the Attacks characteristic of the weapons it is using. In most cases, models attack with every weapon on their warscroll (melee weapons for combat attacks, ranged weapons for shooting attacks), though some warscrolls specify that certain models in the unit are armed with special weapons or that the unit must pick between multiple weapons when it attacks.

If the unit is in combat, it can only target units that are in combat with it. If a model has more than one attack, you can split the attacks between eligible targets as you wish.
  • 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.

  • 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).
Your Shooting Phase
SHOOT: The warriors take aim and unleash a deadly volley.

Declare: Pick a friendly unit that has not used a RUN or RETREAT ability this turn to use this ability. Then, pick one or more enemy units as the target(s) of that unit’s attacks (see 16.0).

Effect: Resolve shooting attacks against the target unit(s).
KEYWORDSCORE, ATTACK, SHOOT
Any Combat Phase
FIGHT: Locked in a deadly melee, the fighters strike out at their foes.

Declare: Pick a friendly unit that is in combat or that charged this turn to use this ability. That unit can make a pile-in move. Then, if that unit is in combat, you must pick one or more enemy units as the target(s) of that unit’s attacks.

Effect: Resolve combat attacks against the target unit(s).
KEYWORDSCORE, ATTACK, FIGHT
7.0 Manifestations
There are two types of manifestation: endless spells, which can be summoned by WIZARDS, and invocations, which can be summoned by PRIESTS. Each manifestation has its own warscroll, and the spell or prayer that allows that manifestation to be summoned will be found in the appropriate manifestation lore. No more than 1 friendly WIZARD or PRIEST can attempt to summon the same manifestation per turn, and a friendly WIZARD or PRIEST cannot attempt to summon a friendly manifestation that was removed from play in the same turn.
ALL MANIFESTATIONS
Models can move through them but cannot end a move on them.
Units can finish a charge move within ½" of an enemy manifestation instead of within ½" of an enemy unit.
They can be damaged and destroyed as if they were units but do not count as destroyed units for the purposes of battle tactics and abilities.
They are affected by all enemy abilities as if they were units.
They can use CORE abilities as if they were units, and they can use abilities on their warscroll. Unless specified otherwise, they cannot use and are not affected by any other friendly abilities, and they do not count as units for the purposes of battle tactics or friendly abilities.
They can only use the ‘Shoot’ or ‘Fight’ abilities if they have weapons of the appropriate type.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC OF ‘-’
They cannot move.
They only count as being in combat in the combat phase, and enemy units only count as being in combat with them in the combat phase.
MANIFESTATIONS WITH A MOVE CHARACTERISTIC GREATER THAN ‘-’
They are treated as if they were units for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

The non-HERO KHARADRON OVERLORDS keyword is used in the following Kharadron Overlords warscrolls:

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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.

32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
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.
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.
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. In addition, some units with a unit size of more than 1 can not be reinforced. This will be noted on their battle profile.
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 after any non-FIGHT combat phase abilities have been used, 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:

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

7.2 Banishing Manifestations
Instead of using a SPELL or PRAYER ability (including when using the ‘Magical Intervention’ ability), each WIZARD and PRIEST can use the ‘Banish Manifestation’ ability:

Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

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 one 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.
  • 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.

The MEGA-GARGANT keyword is used in the following Sons of Behemat warscrolls:

Roll-off
If you are instructed to roll off, each player should roll a dice. Whichever player has a higher roll wins the roll-off. If the result is a tie, each player should roll off again until there is a clear winner, unless otherwise specified.

The VANGUARD-PALLADORS keyword is used in the following Stormcast Eternals warscrolls:

Once Per Turn (Army), Start of Any Turn
A KINGDOM DELUDED: The mass delusions suffered by these cannibals are volatile but intense.

Declare: You must use this ability at the start of each turn. If it is the first turn of the battle, pick a DELUSION from these battle traits or, unless otherwise specified, from the warscroll of a friendly unit on the battlefield. If it is not the first turn, make a delusion roll of D6.

Effect: On a delusion roll of 1-2, you must pick a different DELUSION to the one you picked last turn. On a 3-4, you must pick the same DELUSION as the one you picked last turn, even if it is on the warscroll of a unit that has been destroyed. On a 5-6, you must pick a DELUSION like you did in the first turn. For the rest of the turn, you believe the DELUSION you picked.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
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

13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number of ritual points to the PRIEST equal to the chanting roll.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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