Contents Infantry Hero Regiment of Renown | ||
4" 5 4+ 2 Aether-Khemists are experts in the location and processing of aether-gold. At close quarters they control the air itself, altering the pressure of the local atmosphere by rapidly filling or venting the contents of their holding tanks. It is said that with the use of their aether-sensors, these master alchemists can quite literally sniff out the precious resource they seek, even when it proves otherwise impossible to detect.
An Aether-Khemist fiddles with their instruments, their contribution to the battle seemingly minimal until the enemy finds the air sucked from their lungs. At the push of a button, gaseous chemicals, refined and toxified at need, can be belched out in an esoteric attack – so potent is this killing cloud that it can melt flesh from bone in seconds. Last of the Aether-Khemist’s tricks is the method of maximising the killing power of their comrades’ guns. By releasing a shimmering blanket of golden chem-fog, they can optimise the aethershot of their entourage, enabling each blast to rip through even thick metal plate with ease. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Atmospheric Anatomiser [Shoot in Combat] | ||||||||
Atmospheric Anatomiser Shoot in Combat | 8" | 3D6 | 4+ | 4+ | 2 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Heavy Instruments | ||||||||
Heavy Instruments | 3 | 4+ | 4+ | - | D3 |
Once Per Turn (Army), Your Shooting Phase |
Any Combat Phase |
KEYWORDS | HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
4" 5 3+ 2 The airfleets would be lost without their Aetheric Navigators. The extensive array of lenses, gauges and barometric isolators used by these eccentric wayfinders can boggle the mind. By tipping the balance of the meteorological currents they are able to influence the winds themselves, speeding up their own ships whilst battering the aerial forces of their rivals with heavy gales and vicious squalls. Those same winds have aetheric power and, if correctly manipulated, can smother an arcane flame or banish a murder of summoned vorcrows in a scattering of feathers. When all else fails, the Aetheric Navigator is not above using their heavy ranging pistol to plot a far bloodier course to victory.
In the shifting skies of the realms, especially those of mercurial Chamon, a change of heading can be disastrous; keeping the skyfleet on course is a heavy responsibility for the Aetheric Navigators. Drifting off-course can lead the incautious through hidden realmgates or tears in the fabric of the realms, into the path of a metal-slashing Aethervoid Pendulum or a sudden maelstrom. More subtle but no less certain to cause an airfleet’s downfall is the simple absence of aether-gold. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Ranging Pistol [Shoot in Combat] | ||||||||
Ranging Pistol Shoot in Combat | 10" | 2 | 3+ | 3+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Zephyrscope | ||||||||
Zephyrscope | 3 | 3+ | 4+ | 1 | D3 |
Passive |
Once per Turn (Army), Your Hero Phase |
KEYWORDS | CORE |
KEYWORDS | HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
4" 6 3+ 2 The Admirals of the airfleets are courageous figures with stout hearts and unbending willpower. It is by the wit and the word of each Admiral that their crew prospers or flounders – but more than that, when out in the realms’ wild skies, it is the difference between life and death.
Admirals are at the bleeding edge of the fierce meritocracy of Kharadron society. Each works their way up from the ranks of the Arkanauts to the position of Captain through sheer consistent excellence, and then they have to pass a stringent examination before the Admirals Council before taking their vaunted rank. Their knowledge is far from purely theoretical, as any who have seen them swinging their skalfhammers will attest – powered by their backpack-mounted generators, these weapons can crack a ship’s hull with ease. Should the Admiral thrive by balancing the right amount of daring with enough hard won wisdom, they will accrue more and more shares. Should they fall behind, they might find themselves having to sell off their assets and even their ships. This tends to lend each Admiral a serious gravitas; in matters of war and trade alike, they are cold as stone and unyielding as titanium. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Masterwork Volley Pistol [Shoot in Combat] | ||||||||
Masterwork Volley Pistol Shoot in Combat | 10" | 3 | 3+ | 3+ | 1 | 2 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Skalfhammer | ||||||||
Skalfhammer | 3 | 3+ | 2+ | 1 | 3 |
Your Hero Phase |
Once Per Battle (Army), Your Shooting Phase |
Once Per Battle (Army), Deployment Phase |
KEYWORDS | HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
12" 8 3+ 2 To the victor go the spoils: this is the mantra of Brokk Grungsson, Lord-Magnate of Barak-Nar. It is this tenet that leads him to the white-hot crucible of every fight to wrest bountiful rewards. As the richest duardin on the sky port, he ranks just below the Admirals Council, allowing Brokk to call upon a fleet of hundreds of ships and ten times that number of Kharadron in times of need. He strides through it all at the fore, clad in a warsuit packing enough firepower to fell an ogor in a blistering fusillade.
Grungsson’s eye for weakness is penetrating, his natural opportunism honed to a rapier-fine point. His encyclopaedic knowledge of the Kharadron Code have seen him tie veteran Codewrights in knots of logic. In the furore of battle, Grungsson is a formidable prospect. He descends from the skies on one of the most advanced endrin-rigs yet devised. The suit’s inbuilt cannon, Grungsson’s Boast, is able to arm itself independently, and at the twitch of Brokk’s finger spits devastating salvoes as he takes his whirring aethermatic saw to the flesh of the foe. Whatever Grungsson does, he does with style. Those who have seen him slay rampant orruk Brutes with blistering shots from his moustache-mounted aetherblasters can attest to the fact that even in the heat of battle he has an undeniable panache. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
The Magnate’s Charter [Shoot in Combat] | ||||||||
The Magnate’s Charter Shoot in Combat | 12" | 6 | 3+ | 3+ | 1 | 2 | ||
Grungsson’s Boast | ||||||||
Grungsson’s Boast | 18" | 1 | 3+ | 2+ | 2 | D3+3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Brokk’s Aethermatic Saw | ||||||||
Brokk’s Aethermatic Saw | 5 | 3+ | 3+ | 2 | 2 |
Any Combat Phase |
Once Per Battle, Your Movement Phase |
End of Any Turn |
KEYWORDS | WARMASTER, UNIQUE, HERO, INFANTRY, FLY, GRUNDSTOK EXPEDITIONARY FORCE |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
4" 5 3+ 2 There are some Kharadron who can boast an eidetic recall of the Code. These savants do not purely parrot information to their fellows, but rise through the ranks by virtue of insight, knowledge and a canny eye for the parts of their people’s constitution that allow profitable improvisation. Having memorised the Code’s every amendment, they understand its nuance better than any other. Their brains are organised like meticulous blueprints, each with its own chambers, cellars and hidden compartments corresponding to the Code’s rules and exceptions. When a new amendment is learned, the landscape of their mind changes accordingly. The crewmates of such legal wizards fight all the harder when they know their shares will rise as a result, and a Captain is always grateful for any loophole through which they can sail their vessel to a better payday.
Hefting the complex apparatus known as a ledger domain on their shoulders, the Codewright relies on his pistol in battle, though many a heavy book wielded in anger has broken an enemy’s spine in its turn. That which they lack as warriors they more than make up for in terms of judicial mastery, their Captains and Admirals making full use of every opportunity for profit they provide. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Aethershot Pistol [Shoot in Combat] | ||||||||
Aethershot Pistol Shoot in Combat | 10" | 2 | 3+ | 3+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Battletome | ||||||||
Battletome | 3 | 4+ | 4+ | - | D3 |
Once Per Turn (Army), Your Hero Phase |
KEYWORDS | HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
4" 6 3+ 2 Rogue, ne’er-do-well, gambler, and adventurer, Captain Flynt of Barak-Mhornar is as infamous as they come. The utterance of his name is a potent curse in several sky-ports and the cause for raised tankards in several more. He has stolen as much as he has earned, damaged as much as he has salvaged and drunk enough ale to kill a Mega-Gargant in the process.
Dismayed at his one true love spurning him, Drekki left his sky port in disgrace, taking his beloved ship the Aelsling with him. He went on to search for his lost father and brothers, all experienced sky-sailors who had disappeared after their search for the abandoned sky-port Barak-Thrund. His location of that ancient settlement and the realmgate beyond would see him make his fortune.
Now, Drekki seeks to strike new seams for the Kharadron to exploit. He is a mean shot with his triple-barrelled pistol, laughing in triumph on those occasions he takes out three of his enemies in one shot. For larger prey he levels his harpoonlaunching axe, spearing vital organs before delivering the killing blow with its heavy blade. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
The Aethermatic Equaliser Mk. III [Shoot in Combat] | ||||||||
The Aethermatic Equaliser Mk. III Shoot in Combat | 10" | 2D6 | 3+ | 3+ | 1 | 2 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Grunnsson’s Axe [Anti-MONSTER (+1 Rend)] | ||||||||
Grunnsson’s Axe Anti-MONSTER (+1 Rend) | 4 | 3+ | 3+ | 2 | 2 |
Deployment Phase |
End of Any Turn |
Passive |
KEYWORDS | UNIQUE, HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
12" 8 3+ 2 When a skyvessel is damaged in battle, the Endrinmasters are the ones who will dive into its sparking, hissing pipes and relays to put it right. Weighty presences on the ship’s deck in more ways than one, they are obeyed implicitly, for if the Endrinmaster fails in their duty, the ship may well plummet out of the sky and kill everyone on board.
The Endrinmasters thankfully have no shortage of weapons with which to protect themselves. In their right hand they typically carry an aethermight hammer, as useful for smashing in orruk skulls as it is for hammering dents from a battered skyvessel’s hull. Manipulators, drills and even the laser-emitting monocles complete the assemblage. Some prefer to move from ship to ship via the means of a dirigible harness, its whirring turbines carrying them outside their skyvessels to make aerial repairs even as the fleet sails forth. Veritable walking workshops, Endrinmasters always have the right tool for the job – even if that job is swatting a Disc-riding Tzaangor from the skies or incinerating a manling traitor with a crimson beam from their high-technology goggle apparatus. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Dirigible Suit Weapon Battery [Shoot in Combat] | ||||||||
Dirigible Suit Weapon Battery Shoot in Combat | 12" | 6 | 3+ | 3+ | 1 | 1 | ||
Aethercannon | ||||||||
Aethercannon | 18" | 1 | 3+ | 3+ | 2 | 3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Upgraded Aethermatic Saw | ||||||||
Upgraded Aethermatic Saw | 4 | 3+ | 3+ | 2 | 2 |
Your Hero Phase |
Passive |
KEYWORDS | HERO, INFANTRY, FLY, GRUNDSTOK EXPEDITIONARY FORCE |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
4" 6 3+ 2 When a skyvessel is damaged in battle, the Endrinmasters are the ones who will dive into its sparking, hissing pipes and relays to put it right. Weighty presences on the ship’s deck in more ways than one, they are obeyed implicitly, for if the Endrinmaster fails in their duty, the ship may well plummet out of the sky and kill everyone on board.
The Endrinmasters thankfully have no shortage of weapons with which to protect themselves. Manipulators, drills and even the laser-emitting monocles complete the assemblage. Veritable walking workshops, Endrinmasters always have the right tool for the job – even if that job is swatting a Disc-riding Tzaangor from the skies or incinerating a manling traitor with a crimson beam from their hightechnology goggle apparatus.
Endrinmasters are peerless combat mechanics well used to conducting emergency repairs in the white heat of battle. Many equip themselves with a strength-enhancing endrinharness that allows them to wield a fearsome aethermight hammer, as useful for smashing in orruk skulls as it is for hammering dents from a battered skyvessel’s hull. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Aethermight Hammer | |||||||
Aethermight Hammer | 3 | 4+ | 2+ | 2 | 3 |
Once Per Turn (Army), Your Hero Phase |
Your Hero Phase |
KEYWORDS | HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
4" 1 4+ 1 The Arkanauts are the prime naval body of the sky-ports, weather-beaten and well used to a life of hardship. They carry out all the various duties of a skyvessel’s crew whilst being blasted by roaring aether-storms that can turn a duardin’s skin as brittle as glass. Their vision must be pinpoint, unclouded by laxity or ill health, to watch every cloud for sky raiders or supernatural beasts that seek to tear their vessels apart and prey on those inside. Should enemies come, it is the Arkanauts who take the brunt of the attack, manning the gunwales and discharging volleys from their aethershot pistols to blast the foe from the skies.
It is during land battles, however, that the Arkanauts shine. When the skyvessels come in low, their target in sight, tight-knit teams of Arkanauts descend on heavy suspension cables. These duardin warriors fight hardest when retrieving rewards, eager to make their commission by increasing their shares. As they swing their cutlass-like Arkanaut cutters, their ship-mates overhead rain fire into those who would flank them. Those who wish to become Arkanauts must partake in a six-day set of trials, competing in military drills and aerial manoeuvres. The observing Captains bid for them via extensive contracts, whereupon the newcomers will undergo their rites of initiation before stepping aboard for the long haul. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Light Skyhook [Anti-MONSTER (+1 Rend)] | ||||||||
Light Skyhook Anti-MONSTER (+1 Rend) | 15" | 1 | 4+ | 3+ | 2 | D3 | ||
Aethermatic Volley Gun [Crit (2 Hits)] | ||||||||
Aethermatic Volley Gun Crit (2 Hits) | 15" | 2D6 | 4+ | 4+ | - | 1 | ||
Privateer Pistol [Shoot in Combat] | ||||||||
Privateer Pistol Shoot in Combat | 10" | 2 | 4+ | 4+ | - | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Skypike [Crit (Mortal)] | ||||||||
Skypike Crit (Mortal) | 2 | 3+ | 3+ | 1 | 2 | |||
Arkanaut Hand Weapon | ||||||||
Arkanaut Hand Weapon | 2 | 4+ | 4+ | - | 1 |
Passive |
KEYWORDS | INFANTRY, CHAMPION |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
12" 2 4+ 1 Easily recognisable by the spherical aether-endrins that bear them from ship to ship, Endrinriggers are charged with repairing the skyfleets and keeping them running. They often hitch alongside vessels by hanging onto gunwales and ports to travel between places that require their services most. They use mag-boots or grapnels to latch on to the sides of the ships and thereby conserve fuel for when their skills are most needed.
The prospects of an Endrinrigger are good, for they report directly to the fleet’s Endrinmaster or even its Admiral. Only through merit and daring can a duardin progress through Kharadron society, and the Endrinrigger’s role affords plenty of opportunity for both. One who has seen to the repair of a mangled propeller rig during a harkraken attack, not only getting it spinning at optimal efficiency once more but emerging with all their fingers into the bargain, has enough cold steel in their nerves that one day they might well make the rank of Admiral. In battle, an Endrinrigger’s aether-powered tools become lethal weapons capable of punching through armour or messily sawing off limbs. Those foolish enough to attack an Endrinrigger at work may find a drill launcher boring into their armour or a skyhook ripping them apart. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Aethermatic Volley Gun [Crit (2 Hits)] | ||||||||
Aethermatic Volley Gun Crit (2 Hits) | 15" | 2D6 | 4+ | 4+ | - | 1 | ||
Endrinrigger Heavy Weapon [Anti-MONSTER (+1 Rend)] | ||||||||
Endrinrigger Heavy Weapon Anti-MONSTER (+1 Rend) | 15" | 1 | 4+ | 3+ | 1 | D3 | ||
Rapid-fire Rivet Gun [Shoot in Combat] | ||||||||
Rapid-fire Rivet Gun Shoot in Combat | 10" | 3 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Aethermatic Saw | ||||||||
Aethermatic Saw | 3 | 4+ | 3+ | 2 | D3 | |||
Gun Butt | ||||||||
Gun Butt | 1 | 4+ | 5+ | - | 1 |
End of Any Turn |
KEYWORDS | INFANTRY, CHAMPION, FLY |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
4" 2 3+ 1 The elite duardin of the Grundcorps are the best of the best when it comes to blasting apart the enemy at range, though they are more than used to taking down the enemy at close quarters if needed until they are surrounded by piles of steaming corpses. The deafening cacophony of fusillades that herald the arrival of the Grundcorps Thunderers has become their namesake. Many will compete in battle to see whose painstakingly optimised weapon can cause the most destruction.
Many are the tools available to the Grundstok Thunderers. Those that use aethershot rifles rely on burning blasts of aether to punch into the enemy. Others that wish for something bulkier but more devastating opt for an aethercannon or Grundstok mortar, capable of mangling anything short of a block of sigmarite. More still opt for more esoteric weapons – such as the decksweeper or the aetheric fumigator – that can shoot devastating blasts that leave ruin in their wake or billowing clouds of gas that choke and poison their foes respectively. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Grundstok Mortar or Aethercannon | ||||||||
Grundstok Mortar or Aethercannon | 18" | 2 | 4+ | 3+ | 1 | D3 | ||
Aethershot Rifle | ||||||||
Aethershot Rifle | 18" | 2 | 3+ | 4+ | 1 | 1 | ||
Aetheric Fumigator or Decksweeper [Anti-INFANTRY (+1 Rend), Shoot in Combat] | ||||||||
Aetheric Fumigator or Decksweeper Anti-INFANTRY (+1 Rend), Shoot in Combat | 10" | 5 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Heavy Gun Butt | ||||||||
Heavy Gun Butt | 1 | 4+ | 5+ | - | 1 |
Your Shooting Phase |
KEYWORDS | INFANTRY, CHAMPION, STANDARD BEARER (1/5) |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
12" 2 4+ 1 The Skywardens’ job is to destroy. They are the defenders of the skyfleets, closing in to protect the ships from those who would attack it at close range. Experts at controlling their one-pilot endrins, they can wheel and charge with impressive precision even in the midst of a howling maelstrom. They are stern and disciplined figures amongst their brethren, for when the fleet is under attack by the daemons and nightmarish terrors, it is they who are responsible for getting their vessel-bound comrades to safety.
Their weapons are many. Their skypikes contain inbuilt aether pistons, allowing them to send its harpoon-like tip shooting forward with such force that it can punch through the hull of a rival ship. Just behind the blade is a dynamo-style battery that can discharge a short burst of electricity into an impaled foe. In their free hand, each Skywarden carries a vulcaniser pistol, a weapon that can fire a super-heated beam that has the power to melt steel armour. Furthermore, should an engagement not be going in their favour, they can deploy clusters of skymines to wreak havoc among a tightly packed enemy formation, providing a crucial window for them to disengage and fall back. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Skywarden Heavy Weapon [Anti-MONSTER (+1 Rend)] | ||||||||
Skywarden Heavy Weapon Anti-MONSTER (+1 Rend) | 15" | 1 | 4+ | 3+ | 1 | D3 | ||
Aethermatic Volley Gun [Crit (2 Hits)] | ||||||||
Aethermatic Volley Gun Crit (2 Hits) | 15" | 2D6 | 4+ | 4+ | - | 1 | ||
Vulcaniser Pistol [Shoot in Combat] | ||||||||
Vulcaniser Pistol Shoot in Combat | 10" | 3 | 3+ | 3+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Skypike [Crit (Mortal)] | ||||||||
Skypike Crit (Mortal) | 2 | 3+ | 3+ | 1 | 2 | |||
Gun Butt | ||||||||
Gun Butt | 1 | 4+ | 5+ | - | 1 |
End of Any Turn |
KEYWORDS | INFANTRY, CHAMPION, FLY |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
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. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Aethermatic Anatomiser [Shoot in Combat] | ||||||||
Aethermatic Anatomiser Shoot in Combat | 8" | 3D6 | 4+ | 4+ | 2 | 1 | ||
Aethermatic Firearms | ||||||||
Aethermatic Firearms | 12" | 2 | 3+ | 4+ | 1 | 1 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Arkanaut Cutter | ||||||||
Arkanaut Cutter | 2 | 4+ | 4+ | - | 1 | |||
Skypike [Crit (Mortal)] | ||||||||
Skypike Crit (Mortal) | 2 | 3+ | 3+ | 1 | 2 |
MODEL | BASE SIZE |
Khazgan Drakkskewer, Dead-Eye Lund | 32mm |
Garodd Alensen, Enrik Ironhail | 25mm |
Your Shooting Phase |
KEYWORDS | UNIQUE, INFANTRY |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
12" 15 3+ 5 As primary ships of the line, cannon-toting Arkanaut Frigates are fully capable of surviving extensive journeys without reinforcement. Despite boasting a double-endrin array, their sleeker build and twin propellers grant them great manoeuvrability.
The breadth of armaments available to a Frigate can see it through almost any obstacle. No foe is beyond its reach, aethershot swivelguns jutting proudly from its prow. A variety of bombs and skymines, including infamous grudgesettlers, are clustered behind the main fuselage. It is not unheard of for a Frigate to intentionally steer into a narrow chasm to funnel the enemy into a tight press so that their explosive weapons can blast apart as many of their number as possible.
The Frigate’s main gun is the last argument of its Captain in times of strife. Predominant amongst these forecastle-mounted weapons is the heavy sky cannon. These guns can be calibrated to fire the aethershot equivalent of shrapnel to shred several foes at once. Some Captains prefer to mount a heavy skyhook on their vessel to best skewer airborne beasts and retrieve the aether-gold they have consumed. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Heavy Sky Cannon | ||||||||
Heavy Sky Cannon | 24" | 2 | 4+ | 2+ | 2 | D3+1 | ||
Aethershot Carbines [Shoot in Combat] | ||||||||
Aethershot Carbines Shoot in Combat | 12" | 4 | 3+ | 3+ | 1 | 2 | ||
Heavy Skyhook [Anti-MONSTER (+1 Rend)] | ||||||||
Heavy Skyhook Anti-MONSTER (+1 Rend) | 24" | 2 | 4+ | 3+ | 2 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Boarding Weapons | ||||||||
Boarding Weapons | 8 | 4+ | 4+ | - | 1 |
Passive |
Passive |
Your Charge Phase |
KEYWORDS | CORE, CHARGE, MOVE |
Your Movement Phase |
KEYWORDS | WAR MACHINE, FLY |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYVESSEL |
10" 20 3+ 5 The Arkanaut Ironclads are counted amongst the most powerful military assets in the Mortal Realms. With a skilled crew and a veteran Captain at the helm, they can handle even the foulest weather at a swift and constant pace, and the sheer volume of firepower they can dispense is dizzying in its destructive potency.
Each Ironclad is borne aloft upon turbines powered by aether gold, that lighterthan- air substance that coalesces in the realms’ skies. The vessels each have a deck protected by a reinforced balustrade. Atop the forecastle is mounted the most devastating of an Ironclad’s weapons, usually either a harpoon-like great skyhook for impaling and snagging monstrous beasts, a volley cannon for mowing down numerous foes, or a great sky cannon that can blast apart distant targets in an incendiary display of power. Batteries of swivel guns mounted at the base of the craft’s hull rake through enemies whilst grudgesettler bombs blow great craters in the hordes below.
Those who risk a boarding action with an Arkanaut Ironclad are met by the most determined of counter-assaults. To the crew, their ship is more than just a soulless war machine; it is their flagship and their very home upon the open airs. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Aethershock Torpedoes | ||||||||
Aethershock Torpedoes | 18" | 4 | 4+ | 3+ | 1 | 2 | ||
Great Sky Cannon | ||||||||
Great Sky Cannon | 24" | 2 | 4+ | 2+ | 2 | D3+3 | ||
Great Volley Cannon [Anti-INFANTRY (+1 Rend)] | ||||||||
Great Volley Cannon Anti-INFANTRY (+1 Rend) | 18" | 4D6 | 4+ | 3+ | 1 | 1 | ||
Aethershot Carbines [Shoot in Combat] | ||||||||
Aethershot Carbines Shoot in Combat | 12" | 8 | 3+ | 3+ | 1 | 2 | ||
Great Skyhook [Anti-MONSTER (+1 Rend)] | ||||||||
Great Skyhook Anti-MONSTER (+1 Rend) | 24" | 2 | 3+ | 2+ | 2 | D6 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Boarding Weapons | ||||||||
Boarding Weapons | 8 | 4+ | 4+ | - | 1 |
Passive |
Passive |
Deployment Phase |
Your Movement Phase |
KEYWORDS | WAR MACHINE, FLY |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYVESSEL |
12" 10 3+ 2 The signature craft of the Grundcorps is the Gunhauler. It is essentially a flying cannon, built to be the perfect fusion of manoeuvrability and lethality. The cumbersome nature of such a large war machine is completely negated by the Gunhauler’s nimble aether-endrins and the deft handling of its pilot.
It is a point of pride amongst the Grundcorps that none of the thousands of Gunhaulers actually belong to the sky-ports. Even when they are repainted to match their contractual employers for a long-haul contract, they are owned by the Grundstok Company alone. Exceptional escorts, they multiply the potential of every Ironclad and Frigate they fly alongside several times over. They excel as defensive point-guards, blasting away at interlopers before their employers’ craft take so much as a scratch. On the offence, they are swift and capable, flying with impressive speed to pinpoint and neutralise the enemy’s own artillery or batter monstrous denizens as soon as they have left their caves. | ||
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
Drill Cannon | ||||||||
Drill Cannon | 15" | 1 | 3+ | 3+ | 3 | 3 | ||
Aethershot Carbine [Shoot in Combat] | ||||||||
Aethershot Carbine Shoot in Combat | 12" | 2 | 3+ | 3+ | 1 | 2 | ||
Sky Cannon | ||||||||
Sky Cannon | 15" | 2 | 4+ | 3+ | 1 | 3 | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
Boarding Weapons | ||||||||
Boarding Weapons | 4 | 4+ | 4+ | - | 1 |
Passive |
Your Movement Phase |
Passive |
KEYWORDS | WAR MACHINE, FLY |
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYVESSEL |
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. | ||
INCLUSION This Regiment of Renown can be included in armies from the following factions: ORGANISATION
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Passive |
Passive |
The SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:
The INFANTRY keyword is used in the following Kharadron Overlords warscrolls:
Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
The HERO keyword is used in the following Kharadron Overlords warscrolls:
The INFANTRY keyword is used in the following Kharadron Overlords warscrolls:
The GRUNDSTOK EXPEDITIONARY FORCE keyword is used in the following Kharadron Overlords warscrolls:
The ORDER keyword is used in the following Kharadron Overlords warscrolls:
The KHARADRON OVERLORDS keyword is used in the following Kharadron Overlords warscrolls:
The DUARDIN keyword is used in the following Kharadron Overlords warscrolls:
The SKYFARER keyword is used in the following Kharadron Overlords warscrolls:
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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. | ||
Passive |
Your Hero Phase | 6 |
KEYWORDS | SPELL |
Reaction: Opponent declared a SPELL ability |
KEYWORDS | UNBIND |
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. | ||
Reaction: You declared an ATTACK ability | 1 |
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The UNIQUE keyword is used in the following Kharadron Overlords warscrolls:
Passive |
When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
The FLY keyword is used in the following Kharadron Overlords warscrolls:
Your Movement Phase |
KEYWORDS | CORE, MOVE |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RUN |
Your Movement Phase |
KEYWORDS | CORE, MOVE, RETREAT |
Your Charge Phase |
KEYWORDS | CORE, MOVE, CHARGE |
Passive |
The CHAMPION keyword is used in the following Kharadron Overlords warscrolls:
Passive |
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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 |
The WAR MACHINE keyword is used in the following Kharadron Overlords warscrolls:
The SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls: