High above the clouds of the Mortal Realms there thrives an empire of unrivalled prosperity and aerial power. Guided by the wisdom of their Code, the Kharadron Overlords send forth airship fleets to dominate the skyways – all who challenge the Kharadron’s supremacy are quick to suffer the wrath of their techno-arcane war machines.
This page contains all of the rules you need to field your Kharadron Overlords miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Battletome: Kharadron Overlords
| Q: | Can an Arkanaut Frigate use the ‘Assault Boat’ ability if it used a RUN ability in the same turn but was picked as a target of Brokk Grungsson’s ‘Command the Fleet’ ability earlier in the same turn? |
| A: | Yes. |
| Q: | Can I use the ‘Assault Boat’ ability in combination with ‘Counter-charge’? |
| A: | Yes. |
| Q: | Can I picked a reinforced unit of Scourge of Ghyran Grundstok Gunhaulers to be the target of an Arkanaut Admiral’s ‘Bring Every Gun to Bear!’ ability? If so, do all models in the unit gain the benefit of the effect or would only 1 model in the unit? |
| A: | Yes, and all models in the unit would gain the benefit of the effect. |
| Q: | If I use the ‘Blazebeard and Sons Bamboozling Flakgun’ artefact of power to remove a dice from my opponent’s charge roll, and then my opponent uses the ‘Forward to Victory’ command, how many dice does my opponent re-roll for that charge roll? |
| A: | They would roll the number of dice left in the charge roll after 1 dice has been removed. For example, if the original charge roll was made with 2 dice and 1 of those dice was removed by the Blazebeard and Sons Bamboozling Flakgun, your opponent would re-roll that 1 remaining dice to determine their re-rolled charge roll. |
Kharadron Overlords armies can use the following abilities:
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 that have not
charged in the same turn while they are wholly within 6" of a friendly
Arkanaut Ironclad or
Arkanaut Frigate that has not charged in the same turn.
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.
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. If the target does not have a
Great Endrinwork, 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.
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.
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.
You can pick 1 of the following battle formations for a Kharadron Overlords army. Each battle formation grants a different ability you can use in the battle.
Pioneers and Scavengers
GRITTY FORTUNE-HUNTERS: The Vongrim guilders in this expedition have almost depleted their current reserves of aether-gold. Their very existence depends on the success of this venture, and they’ll be damned if anyone tries to cheat them of their imminent windfall!
Effect: Friendly
Vongrim Harpoon Crew and
Vongrim Salvagers units have
WARD (6+) while they are
contesting an objective.
Veteran Ground Troops
ENTRENCHED CREWS: The Arkanauts in this fleet are no strangers to ground-based combat. Once in position, they will make clever use of the terrain to stymie the attacks of the foe.
Declare: Pick up to 3 friendly
Arkanaut Company units to be the targets.
Effect: For the rest of the battle round, if the target has not been
set up this battle round and while it has not moved this turn, subtract 1 from the Rend characteristic of attacks that target that unit.
Rapid Redeployment Squadron
EXTRA RAPPEL ANCHORS: The Grundstok Gunhaulers in this force have been fitted with extra ports to which privateers can tether themselves in order to hitch a ride in battle.
Effect: Friendly
Grundstok Gunhaulers can transport up to 2 friendly
KHARADRON OVERLORDS INFANTRY units instead of 1 and with a combined model count of up to 6 instead of 5 (see Battle Traits).
Endrineers Guild Expeditionary Force
SPECIAL PROCUREMENT: The Endrineers Guild often charter expeditionary forces equipped with the most advanced inventions in the realms.
Declare: Pick a friendly
non-UNIQUE KHARADRON OVERLORDS HERO that does not have an artefact of power. The target can be in
reserve.
Effect: Give that Hero 1 artefact of power from the ‘
Inventions of the Sky-ports’ or the ‘
Ingenious Innovations’.
Designer’s Note: This artefact of power is given to the unit during the deployment phase, not during army composition.
Lords of the Sky-fleets
HERO only
|
| SHREWD OPPORTUNIST | 10 |
| BOLD AS BRASS | 0 |
| COMBAT GRAFTER | 0 |
SHREWD OPPORTUNIST: This duardin’s mind is as sharp as a gem cutter. They are quick to see openings and do not hesitate to seize upon them. Such a quality is, of course, highly conducive to profit!
Declare: Pick this unit and up to 2 other friendly
KHARADRON OVERLORDS non-HERO INFANTRY units to be the targets.
Effect: Each target can immediately use the ‘
Normal Move’ ability as if it were your movement phase.
BOLD AS BRASS: Whether their roared oaths ring louder than the summons to Musterpress or the sheer audacity of their actions speaks volumes, this officer is an imposing presence on the battlefield.
Effect: Add 5 to this unit’s
control score.
COMBAT GRAFTER: Knuckling down and cracking skulls is what this officer does best.
Effect: This unit can use 2
FIGHT abilities this phase. After the first is used, however, this unit has
STRIKE-LAST for the rest of the phase.
Inventions of the Sky-Ports
HERO only
|
| VOIDSTONE ORB | 0 |
| CELESTIUM BURST GRENADE | 10 |
| BLAZEBEARD AND SONS BAMBOOZLING FLAKGUN | 10 |
VOIDSTONE ORB: This small, unassuming black globe contains the power to disrupt enemy spells.
Effect: That spell is
unbound.
CELESTIUM BURST GRENADE: Typically used by the Grundstok ‘black marines’, this specialised anti-ethereal weapon can nullify magical wards.
Declare: Pick a
visible enemy unit within 12" of this unit to be the target.
Effect: Ward rolls cannot be made for the target for the rest of the turn.
BLAZEBEARD AND SONS BAMBOOZLING FLAKGUN: This large-barrelled, stumpy weapon fires a mishmash of workshop swarf coated in phosphor-laced aether-gold that produces a blinding, bewildering display when the trigger is pulled – highly effective for stopping an advancing enemy in their tracks.
Effect: Pick 1 dice in that
charge roll. Then, make a bamboozling flak roll of D6. If the roll equals or exceeds the value on the dice, remove that dice from the charge roll.
Ingenious Innovations
HERO only
|
| SPELL IN A BOTTLE | 0 |
| KARST-BANA AETHER-POWERED COMBAT RIG | 0 |
| EMBERSTONE FLARE | 0 |
SPELL IN A BOTTLE: The bearer pops the rune-stamped cork of this bottle and unleashes an arcane manifestation previously sealed up for safekeeping.
Effect: This unit can use a
SUMMON ability from the manifestation lore you picked during
army composition as if it had
WIZARD (1). Instead of making a
casting roll for that
SUMMON ability, the casting roll is 7 and cannot be modified. That
SUMMON ability cannot be
unbound.
KARST-BANA AETHER-POWERED COMBAT RIG: This pioneer is a firm believer that wealth is be wrested from the Mortal Realms at gunpoint or at the business end of an aether-powered hammer. This has led to a custom-built combat harness, commissioned to provide overwhelming strength and protection in equal measure.
Effect: This unit has
WARD (5+). In addition, add 1 to the Attacks characteristic of this unit’s melee weapons.
EMBERSTONE FLARE: The bearer shoots a flare into the sky, signalling a skyvessel or a group of endrin-borne Kharadron to rapidly relocate.
Declare: Pick a friendly
KHARADRON OVERLORDS unit that has
FLY and is not
in combat to be the target.
Effect: Remove the target from the battlefield and
set it up again wholly within 9" of this unit and more than 9" from all enemy units.
Ingenious Innovations
You can pick an artefact from this table instead of from other
Artefacts of Power tables available to this faction.
HERO only.
|
| PERSISTENT DRILLBILL | 0 |
| EXPERIMENTAL AETHER-POWERED EJECTOR RIG | 0 |
| HEAT-SEEKING AUTO‑ENDRIN | 0 |
PERSISTENT DRILLBILL: This avian cogfamiliar is relentless; once it has a foe in its sights, it will harry and peck them to the exclusion of all else.
Declare: Pick a
visible enemy unit within 12" of 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.
- If the target unit’s starting size was 1, subtract 1 from hit rolls for the target’s attacks until the start of your next turn.
EXPERIMENTAL AETHER-POWERED EJECTOR RIG: This pioneer firmly believes that combat is for other duardin.
Effect: Remove this unit from the battlefield and
set it up again wholly within 3" of a friendly
SKYVESSEL or
Zontari Endrin Dock and more than 9" from all enemy units.
HEAT-SEEKING AUTO‑ENDRIN: Designed to home in on sources of rageinduced heat – of which there are no shortage in fiery Aqshy – this tiny auto-endrin harasses and distracts the incensed foe.
Declare: Pick a
visible enemy unit within 18" of this unit to be the target.
Effect: Until the start of your next turn, subtract your opponent’s
fury level from the target’s
control score.
Designer’s Note: Use your opponent’s fury level at the point the unit’s control score is determined.
Great Endrinworks are a special type of enhancement for
SKYVESSELS. During
army composition, when you add enhancements, you can pick 1 Great Endrinwork and give it to a
SKYVESSEL on your army roster.
|
| HEGSSON SOLUTIONS ’OLD RELIABLE’ HULLPLATES | 0 |
| GRUKSSON WIDE-BORE CYLINDERS | 0 |
| COALBEARD’S COLLAPSIBLE BOMBRACK | 0 |
| TRACER-FIRE ROUNDS | 0 |
| GRANDIOSE FUSELAGE | 0 |
| NULLSTONE GALVANISATION | 0 |
HEGSSON SOLUTIONS ’OLD RELIABLE’ HULLPLATES: These hull plates are renowned for their ability to absorb damage without failing.
Effect: This unit has
WARD (5+) against damage inflicted by
SHOOT abilities.
GRUKSSON WIDE-BORE CYLINDERS: This modified endrin guzzles fuel like Jakkob Bugmansson XI samples his stock, and is similarly energised for doing so.
Effect: Add 2" to this unit’s Move characteristic.
COALBEARD’S COLLAPSIBLE BOMBRACK: This munitions storage rig has a clever folding design that allows it to carry additional bombs.
Effect: Add 1 to each dice roll when using this unit’s ‘Heavy Bomb Racks’, ‘Medium Bomb Racks’ or ‘Light Bomb Racks’ ability.
TRACER-FIRE ROUNDS: Imported Excelsian glimmerings have been worked into the casings of these rounds, causing them to subtly correct their trajectory to their target.
Effect: If all of the attacks target the same enemy unit, ignore negative modifiers to
hit rolls for those attacks.
GRANDIOSE FUSELAGE: Whether emblazoned with gaudy runic slogans advocating guild sponsors or bearing a particularly impressive figurehead, this vessel is doubly imposing to foes.
Effect: Add 5 to this unit’s Control characteristic.
NULLSTONE GALVANISATION: Thanks to metalwork treated with an anti-magic coating, arcane conjurations that linger in proximity to this ship are gradually undone.
Effect: Inflict D6
mortal damage on each enemy
MANIFESTATION within this unit’s
combat range.
Great Endrinwork
Great Endrinworks are a special type of enhancement for
SKYVESSELS. During
army composition, when you add
enhancements, you can pick 1 Great Endrinwork and give it to a
SKYVESSELS on your
army roster.
|
| VOIDSTONE REPULSER VENTS | 0 |
| BLAZEBEARD AND SONS EJECTOR POD | 0 |
| ZONBARCORP ’DEALBREAKER’ BATTLE RAM | 0 |
VOIDSTONE REPULSER VENTS: Clouds of voidstone ground into a fine dust are released from these ports to nullify and deflect enemy spells.
Effect: Roll a dice. On a 4+:
- Ignore the effect of that spell on that friendly unit.
- Inflict D3 mortal damage on the caster.
This unit can use this ability more than once per phase but you can only roll once for each friendly unit per spell cast.
BLAZEBEARD AND SONS EJECTOR POD: This incredible device provides a potent fail-safe for any shrewd Kharadron leader. However after use, the warranty for the device is void, making subsequent uses a risk no sane Kharadron would ever take!
Declare: If this unit is
in combat, pick a
visible friendly
KHARADRON OVERLORDS HERO wholly within 6" of this unit to be the target.
Effect: Remove the target from the battlefield, then
set it up again wholly within 18" of this unit and more than 9" from all enemy units.
ZONBARCORP ’DEALBREAKER’ BATTLE RAM: A vessel with this best-selling upgrade need not fear full-on collisions. The same cannot be said for those in its way, however.
Declare: If this unit
charged this phase, pick an enemy unit
in combat with it to be the target.
Effect: Roll a number of dice equal to the unmodified
charge roll. For each 4+, inflict 1
mortal damage on the target.
Artycle References are unique
enhancements that can be given to
non-HERO KHARADRON OVERLORDS INFANTRY units. A unit can only have 1 Artycle Reference.
|
| ARTYCLE 15, POINT 4 | 10 |
| ARTYCLE 20, AMENDMENT 2 | 10 |
| ARTYCLE 25, POINT 6 | 10 |
ARTYCLE 15, POINT 4: All duardin should be well versed in multiple combat techniques that can be employed against airborne and ground‑based enemies.
Effect:- Add 1 to hit rolls for this unit’s combat attacks that target an enemy unit that has <KY>FLY</KY>.
- Add 1 to wound rolls for this unit’s combat attacks that target an enemy unit that does not have FLY.
ARTYCLE 20, AMENDMENT 2: Flare guns may be used in extremis to disorientate marauders and others with sinister motives.
Declare: If this unit has not
charged this turn, pick an enemy unit that charged this turn and is
in combat with this unit to be the target.
Effect: The target’s attacks cannot score
critical hits for the rest of the turn (treat them as regular hits instead).
ARTYCLE 25, POINT 6: Crew members must ensure the adequate defence of their superiors during perilous expeditions.
Effect: Friendly
KHARADRON OVERLORDS HEROES have
WARD (5+) while they are within this unit’s
combat range.
Army of Renown
When you pick the Kharadron Overlords
faction for your army, you can choose for it to be a Grundstok Expeditionary Force
Army of Renown. If you do so, use the
faction rules on these pages instead of the Kharadron Overlords faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
EXPEDITIONARY FORCE keyword.
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 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.
GUN BUTT LOW BLOW: Grizzled veterans all, the Grundcorps are used to fighting dirty if it means getting what they want.
Effect: While a friendly
EXPEDITIONARY FORCE INFANTRY unit is
contesting an objective that you control, its melee weapons have
Crit (Mortal).
NO SAFE HAVEN: The firepower of the Grundcorps pelts the ground so aggressively that no cover can protect their targets for long.
Declare: Pick an enemy unit to be the target.
Effect: Subtract 1 from the
control score of that unit for each damage point allocated to it this turn by a
shooting attack made by a friendly
EXPEDITIONARY FORCE unit, to a maximum of 10 damage points.
GRUDGEFIRE ROUNDS: This ammunition bursts into white-hot flames when it hits its target.
Declare: Pick a friendly
EXPEDITIONARY FORCE INFANTRY unit to be the target.
Effect: Roll a dice. On a 3+, pick 1 of the target’s ranged weapons. Add 1 to the Attacks characteristic of that weapon for the rest of the phase.
HERO only
ENTRENCHMENT EXPERT: This hero prefers to engage their foes from heavy cover, keeping their own losses to a minimum.
Effect: That friendly unit has
WARD (5+) for the rest of the turn.
HERO only
AETHERIC NULLIFIER: This unassuming cylindrical tool is fashioned from a potent anti-magic alloy.
Effect: Roll 2D6. If the roll equals or exceeds the banishment value listed on the
MANIFESTATION’s warscroll, it is
banished and removed from play. You cannot pick the same
MANIFESTATION to be the target of this ability more than once per phase.
Army of Renown
When you pick the Kharadron Overlords
faction for your army, you can choose for it to be a Pioneer Outpost
Army of Renown. If you do so, use the
faction rules in this section instead of the Kharadron Overlords faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
PIONEER keyword.
Designer’s Note: This Army of Renown has rules designed to work with the Zontari Endrin Dock, so it makes sense to include one on your army roster!
INITIAL INVESTMENT: Kharadron doctrine emphasises the importance of good reconaissance.
Effect: Each friendly
AUTO-ENDRIN can move 2D6" but cannot finish that move
in combat.
AGGRESSIVE ACQUISITIONS: In war and profit, leave no avenue for your enemies to progress.
Declare: You can only use this ability if you have not used any
CODE abilities this turn and if there is a friendly
PIONEER unit in each large quarter of the battlefield. Each of those units must be more than 6" from all other large quarters of the battlefield and not
in combat.
Effect: For the rest of the battle, enemy units cannot be
set up within your territory or within 9" of an objective that you control.
SECURE INVESTMENTS: The wise profiteer ensures that their assets are well protected.
Declare: You can only use this ability if you have not used any
CODE abilities this turn and if any enemy units that were within 3" of your
Zontari Endrin Dock this turn were destroyed this turn.
Effect: For the rest of the battle, ignore the Rend characteristic of
combat attacks that target friendly
NON-INFANTRY PIONEER units or friendly
faction terrain features.
SETTLING ACCOUNTS: The artycles of engagement encourage the settling of one’s debts through the application of heavy explosives.
Declare: You can only use this ability if you have not used any
CODE abilities this turn and if a friendly
AUTO-ENDRIN was destroyed this turn by an enemy unit.
Effect: For the rest of the battle, each time a friendly
AUTO-ENDRIN is removed from the battlefield, before removing it, inflict D3
mortal damage on each enemy unit within 3" of that
AUTO-ENDRIN.
MARKET DOMINANCE: Even if you have secured an unassailable monopoly, it is vital to aggressively defend your interests.
Declare: You can only use this ability if you have not used any
CODE abilities this turn and if you control every
objective that is not wholly within enemy territory.
Effect: For the rest of the battle, each time you use your
Zontari Endrin Dock’s ‘Endrinworks Outpost’ ability, you can
set up a replacement
AUTO-ENDRIN on a manufacturing roll of 3+ instead of 4+.
HOSTILE TAKEOVER: The simplest route to profit is the elimination of one’s main rivals.
Declare: You can only use this ability if you have not used any
CODE abilities this turn and if an enemy
HERO was destroyed by
shooting attacks made by a friendly
PIONEER unit this turn.
Effect: For the rest of the battle, subtract 1 from
hit rolls for shooting attacks that target friendly
PIONEER units or friendly
faction terrain features.
HERO only
TERRITORIAL TRAILBLAZER: This stubborn and audacious duardin is surrounded by an almost tangible aura of defiance that makes enemies think twice about challenging them for control of resources.
Effect: Subtract 3 from the
control scores of enemy units while they are
in combat with this unit.
COPPER FINGERS: Though not a qualified member of the Endrineers Guild, this officer comes from a long line of tinkerers with an aptitude for aethermatics.
Effect: If this unit is wholly within 9" of that
Zontari Endrin Dock, instead of resolving the effect of the ‘Endrinworks Outpost’ ability,
set up a replacement
AUTO-ENDRIN on the battlefield, wholly within 6" of that Zontari Endrin Dock and more than 3" from all enemy units.
HERO only
THORGSSON’S UNIVERSAL AUTOMATON ACTUATOR: This portable cartridge radiates an energy field that gives nearby Auto-Endrins that extra bit of spark and verve. No batteries necessary.
Effect: Add 6" to the Move characteristic of friendly
AUTO-ENDRINS while they are wholly within 6" of this unit.
ROCKBUSTER CHARGES: Dropped from on high, these drill-tipped bomblets bore into the ground before detonating in shredding storms of rock and shrapnel.
Declare: Pick a
terrain feature that this unit passed across this turn. Each enemy unit within 1" of that terrain feature is a target.
Effect: Inflict D3
mortal damage on each target.
When you pick the Fyreslayers, Kharadron Overlords or Cities of Sigmar faction for your army, you can choose it to be a Duardin Ascendant
Army of Renown. If you do so, use the
faction rules on these pages instead of the Fyreslayers, Kharadron Overlords or Cities of Sigmar faction rules. Every unit in your army must be drawn from the units listed in the organisation below. All units in your army gain the
DUARDIN ASCENDANT keyword.
| | |
| ROSTER OPTIONS - Grombrindal (must be include and must be your general}
- Any ORDER DUARDIN unit
REGIMENT OPTIONS - You cannot include Regiments of Renown
- You cannot include MANIFESTATIONS
- You cannot include faction terrain
| |
| | |
DUARDRAZHAL: Grombrindal's goal is no less than the reunification of all the scattered, noble duardin nations.
Effect: Friendly
DUARDIN ASCENDANT units are
unified while they are wholly within 12" of at least 1
FYRESLAYERS, 1
KHARADRON OVERLORDS and 1
CITIES OF SIGMAR DUARDIN unit.
'AS THE ANCESTORS INTENDED!': To stand with far-flung kin in hours of crisis bolsters every duardin preacher.
Declare: Pick a friendly
unified DUARDIN ASCENDANT PRIEST to be the target.
Effect: Add 1 to
chanting rolls for the target for the rest of the turn.
'PAH! NOW THIS IS A SHOT...': Duardin gunners of every creed never miss an opportunity to show their superior craft before their kin.
Declare: Pick a friendly
unified DUARDIN ASCENDANT INFANTRY unit to be the target.
Effect: Add 1 to the Attacks characteristic of the target’s ranged weapons for the rest of the turn .
'AS ONE, KINFOLK!': The children of the ancestor gods surge across the field as one mighty throng.
Declare: Pick up to 3 friendly
unified DUARDIN ASCENDANT INFANTRY units to be the targets.
Effect: For the rest of the turn, add 1 to the number of dice rolled when making
charge rolls for the targets, to a maximum of 3.
'SETTLE EVERY GRUDGE! KHAZUK!': When fighting as one, the duardin are a red-handed force of raw vengeance.
Declare: Pick a friendly
unified DUARDIN ASCENDANT INFANTRY unit to be the target.
Effect: Add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.
HERO only
TIRELESS PURPOSE: This duardin lord shares Grombrindal's vision for their people, and their fervour is infectious.
Effect: Each time a friendly
DUARDIN ASCENDANT INFANTRY unit wholly within 12" of this unit uses the '
Normal Move' ability, add 2" to the distance that unit can move as part of that ability.
HERO only
VALAYAN HEARTH-BANNER: Wrought in the image of she who guards hold and hearth, this runic standard is a salve to even severe wounds - for those who believe.
Declare: Pick each friendly
unified DUARDIN ASCENDANT unit on the battlefield to be the targets.
Effect: Heal (D3) each target.
SPIRIT OF THE WHITE DWARF: When Grombrindal takes the field, even the most sceptical Kharadron cannot help but feel a flicker of divine awe.
Declare: Pick a friendly
DUARDIN ASCENDANT PRIEST to chant this prayer, pick a
visible friendly
DUARDIN ASCENDANT unit within 18" of them to be the target, then make a
chanting roll of D6.
Effect: The target is unified until the start of your next turn. If the chanting roll was 8+, you can pick 2 targets instead of 1.
| KEYWORDS | PRAYER, UNLIMITED |
OATH OF RESTORATION: All that which once belonged to the duardin will be theirs anew - so swear those who hold faith in Grombrindal.
Declare: Pick a friendly
DUARDIN ASCENDANT PRIEST to chant this prayer, pick a
visible objective within 18" of them that is
contested by 2 or more friendly
unified units to be the target, then make a
chanting roll of D6.
Effect: Until the start of your next turn, friendly
DUARDIN ASCENDANT units have
WARD (6+) while they have any models contesting the target. If the chanting roll was 7+, friendly
DUARDIN ASCENDANT units have
WARD (5+) while they have any models contesting the target instead.
Army of Renown
When you pick the Kharadron Overlords faction for your army, you can choose for it to be a The Magnate’s Crew
Army of Renown. If you do so, use the
faction rules in this section instead of the Kharadron Overlords faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the
MAGNATE’S CREW keyword.
If your army does not include
Brokk Grungsson, you can pick an
Arkanaut Ironclad in your army to be your
general instead of a
HERO. If you do, that
Arkanaut Ironclad gains the
HERO keyword. It cannot be included in another
HERO’s regiment but gains the following Regiment Options: Any
MAGNATE’S CREW units
LOYALTY TO THE MAGNATE: Some call it loyalty; Brokk calls it ‘contractual motivation’.
Effect: While a friendly
Brokk Grungsson is wholly within the
combat range of another friendly
MAGNATE’S CREW INFANTRY unit, both those units have
WARD (5+).
PAY YOUR DEBTS: Grungsson never forgets an insult and always settles the score with those who have done him wrong.
Declare: Pick an enemy unit on the battlefield or in
reserve to be
indebted.
Effect: Add 1 to
wound rolls for
combat attacks made by friendly
MAGNATE’S CREW units that target the
indebted unit.
BOLD MOVES: Massive profits alone have not taken Brokk Grungsson to the apex of Kharadron society. His uncanny ability to take his foes off-guard has proven just as valuable.
Declare: Pick any number of friendly
MAGNATE’S CREW INFANTRY units that are
in combat to be the targets. Make an
emergency launch roll of 3D6 for each target.
Effect: Each target can move a distance up to the value of its
emergency launch roll. It
can move through the
combat ranges of any enemy units but
cannot end that move in combat with an enemy unit that it was not in combat with at the start of the phase.
The target(s) cannot use
CHARGE abilities for the rest of the turn.
CUTTING-EDGE ENDRINPACKS: The Lord-Magnate outfits his soldiers with the latest and most agile endrinharnesses.
Declare: Pick up to 2 friendly
MAGNATE’S CREW INFANTRY units that are wholly within 9" of a friendly
MAGNATE’S CREW SKYVESSEL to be the targets.
Effect: For the rest of the turn, each target can use
CHARGE abilities even if it used a
RUN ability in the same turn.
INVICTUNITE-LINED HULL: Only the Lord-Magnate could afford to line his ships’ hulls with the incredibly strong meteoric metal invictunite.
Declare: Pick a friendly
MAGNATE’S CREW SKYVESSEL to be the target.
Effect: Roll a D3. For the rest of the turn, subtract
X from the Rend characteristic of weapons used for attacks that target that
SKYVESSEL, where
X is equal to the roll.
CONSTANT BARRAGE: Brokk’s expert gunners are so precise that they can bombard the enemy even as they move to engage nearby Kharadron infantry.
Declare: Pick an enemy unit that had any damage points allocated to it this phase by a friendly
MAGNATE’S CREW unit’s attacks to be the target.
Effect: Until the start of your next turn, each time the target ends a move within 10" of any friendly
MAGNATE’S CREW units, roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
HERO only
MASTER OF DISCIPLINE: This duardin is popular amongst their crews but also knows when to crack the whip and remind them who pays their wages.
Effect: Each time a friendly
MAGNATE’S CREW INFANTRY unit wholly within 12" of this unit uses the ‘
Redeploy’ command, you can re-roll the dice.
FLANKING FIRE: A master of tactics, this officer is an expert at orchestrating deadly crossfires, often boldly using themselves as the bait.
Effect: Add 1 to
hit rolls for
shooting attacks made by friendly
MAGNATE’S CREW SKYVESSELS that target an enemy unit
in combat with this unit.
HERO only
AERODYNAMISM: Borne by state-of-the-art endrins, the speed and agility with which this duardin navigates the battlefield makes them a very difficult target.
Effect: If this unit moved this turn, subtract 1 from
hit rolls for attacks that target this unit for the rest of the turn.
GUNS FOR ALL OCCASIONS: This canny duardin always has a backup plan in the form of a cleverly stowed aetherblaster.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: Inflict D3
mortal damage on the target.
Here, you will find additional rules to use with a Kharadron Overlords army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Kharadron Overlords units.
The Anvil of Apotheosis
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| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
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| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Kharadron Overlords units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | |
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Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Bridge Officer | 10 | 150 | | Aero-Commander | 30 | 250 | | Skyfleet Magnate | 50 | 350 |
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Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
To begin with, your hero has the following warscroll:
| Kharadron Pistol [Shoot in Combat] |
| | Kharadron Pistol Shoot in Combat | 10" | 2 | 3+ | 3+ | 1 | 2 |
| Steamforged Weapon |
| | Steamforged Weapon | | 3 | 3+ | 3+ | 1 | 2 |
| HERO, INFANTRY |
| ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER |
Step 3 - Choose an Archetype
You must pick 1 of the following Archetypes for your hero:
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| Risen Through Arkanaut Ranks 0DP Your hero gains the following regiment options:
| Regiment Options | Any KHARADRON OVERLORDS units |
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| Scholar of The Aether-Khemists Guild -2DP Your hero gains the following regiment options. In addition, replace your hero’s Kharadron Pistol with the following weapon:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Kharadron Anatomiser | 8" | 5 | 3+ | 4+ | 1 | 2 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Kharadron Anatomiser | | 8" | 5 | 3+ | 4+ | 1 | 2 |
|
| Regiment Options | Any KHARADRON OVERLORDS units |
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| Endrineers Guild Mechanist -6DP Your hero gains <KY>FLY</KY> and the following weapon and regiment options. In addition, change your hero’s Move characteristic to 12":
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Dirigible Suit Tools Crit (Mortal) | D6+2 | 3+ | 4+ | 1 | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Dirigible Suit Tools Crit (Mortal) | | D6+2 | 3+ | 4+ | 1 | 1 |
|
| Regiment Options | Any KHARADRON OVERLORDS units |
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| Nav-League Sky-Analyst -4DP Your hero gains the following ability and regiment options:
SPELL BREAKER: This hero has some training in anti-arcane countermeasures.
Effect: This unit can use UNBIND abilities as if it had WIZARD (1).
| Regiment Options | Any KHARADRON OVERLORDS units |
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Step 4 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsLOYALTY BOUGHT: Arkanauts will risk life and limb on behalf of an honest officer who pays his subordinates well.
Effect: While this unit is within the combat range of a friendly Arkanaut Company unit: - This unit has WARD (4+).
- Each time you make a successful ward roll for this unit, allocate 1 damage point to a friendly Arkanaut Company unit within this unit’s combat range after the damage sequence for this unit has been resolved (ward rolls cannot be made for those damage points).
SOLITARY PIONEER: Some Kharadron thrive when operating alone in the wild without crew or vessel.
Effect: While this unit is contesting an objective that is not being contested by any other friendly units, add 8 to this unit’s control score.
OLD SKYBEARD: This grizzled veteran knows how to squeeze every drop of speed from their skyship.
Effect: Add 2" to the Move characteristic of friendly SKYVESSELS while they are within 3" of this unit.
MASTER OF BALLISTICS: Having graduated from a prestigious gunnery school, this officer is a peerless marksman.
Effect: You can re-roll hit rolls of 1 for the attacks made as part of that SHOOT ability.
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| FlawsBAD LUCK CHARM: This officer has been involved in so many crashes that pilots are unwilling to invite them aboard.
Effect: This unit cannot be picked to be a target of the ' Transport Skyfarers' ability.
PIRATICAL TENDENCIES: Some skyfarers stretch the ethical boundaries of the Code to their very limit.
Effect: While this unit is in combat with an enemy unit that has an enhancement, all attacks made by this unit must target that enemy unit.
SLOW AND STEADY: Profit-making need not be the sole province of reckless souls.
Effect: While this unit is in combat with an enemy unit that is also in combat with another friendly unit, this unit has STRIKE-LAST.
GLASS EYE: Losing an eye in the course of duty did little to improve this duardin's aim.
Effect: Subtract 1 from hit rolls for this unit’s shooting attacks.
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Step 5 - Pick Any Endrinwork Upgrades
You can pick any number of Endrinwork Upgrades for your
FLAGSHIP. The same upgrade cannot be picked more than once. When you pick your
FLAGSHIP for the battle, for the duration of the battle, it has the Endrinwork Upgrades that you have paid for in addition to its other rules.
| Upgrade | Effect | | Aerostabilisers -2DP | Add the following ability to your FLAGSHIP’s warscroll:
BACKUP THRUSTER-ENDRINS: These custom boosters allow the skyship to perform last-second evasive moves.
Effect: This unit cannot be picked to be the target of enemy RAMPAGE abilities.
| | Oversized Propellers -2DP | Add 2" to your FLAGSHIP's Move characteristic. | | Reinforced Hull -3DP | Add 2 to your FLAGSHIP's Health characteristic. | | Figurehead Battering Ram -5DP | Add the following ability to your FLAGSHIP's warscroll:
FIGUREHEAD BATTERING RAM: This custom-designed ramming bar is designed to wreak devastation in style.
Declare: If this unit charged this phase, pick an enemy unit within l" of it to be the target, then roll a dice. Effect: On a 3+, inflict an amount of mortal damage on the target equal to the roll.
| | Grapeshot Batteries -5DP | Add the following weapon to your FLAGSHIP's warscroll:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Grapeshot Batteries | 20 | 4+ | 4+ | - | 1 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Grapeshot Batteries | | 20 | 4+ | 4+ | - | 1 |
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| | Full Power, Helmsman! -10DP | Add the following ability to your FLAGSHIP's warscroll:
CUSTOM AETHERBURNER: This high-end aether-injection turbine burns fuel at a fearsome rate but grants a skyship a lightning burst of speed.
Effect: This unit can move a distance up to its Move characteristic. It can pass through the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It cannot end the move in combat.
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Step 6 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Resolute Explorer -1DP | Add 1 to your hero's Control characteristic. | | Forgeborn -2DP | The Wound characteristic of your hero’s Steamforged Weapon is 2+. | | Mastercrafted Skysuit -2DP | Your hero has WARD (6+). | | Quickshot -3DP | Add 2 to the Attacks characteristic of your hero’s Kharadron Pistol. | | Tough as Old Boots -4DP | Add 2 to your hero's Health characteristic. | | Hasty Repairist -4DP | Add the following ability to your hero's warscroll:
HASTY REPAIRIST: This duardin has a knack for swiftly jury-rigging malfunctioning machines. There's always time for full repairs after the battle!
Declare: Pick a friendly SKYVESSEL or Zontari Endrin Dock within this unit’s combat range to be the target. Effect: Heal (D3) the target.
| | Spell-bottler -4DP | Add the following ability to your hero's warscroll:
SPELL-BOTTLER: This duardin possesses an intricate device, laced with nullstone filigree, that is capable of trapping a magical manifestation.
Declare: Pick an enemy MANIFESTATION in combat with this unit to be the target. Effect: Roll 3D6. If the roll is equal to or higher than the target’s banishment value, it is automatically destroyed and, for the rest of the battle, your opponent and their units cannot use abilities that would summon that MANIFESTATION.
| | Sawtoothed Weapons -4DP | Your hero’s melee weapons have Charge (+1 Damage). | | Nulls tone-studded Armour -6DP | Add the following ability to your hero's warscroll:
NULLSTONE-STUDDED ARMOUR: This prototype suit has an enervating effect on nearby arcane conjurations but always leaves the wearer a little bit chilly.
Effect: Enemy MANIFESTATIONS have STRIKE-LAST while they are in combat with this unit.
| | A Company Duardin -6DP | Add the following ability to your hero's warscroll:
A COMPANY DUARDIN: A true leader, this officer is beloved by their crew, who will go to extra lengths to support their efforts in battle.
Declare: Pick an enemy unit that had any damage points allocated to it by this unit’s attacks this phase to be the target. Effect: Add 1 to wound rolls for shooting attacks made by friendly SKYFARER units that target that enemy unit for the rest of the turn.
| | Gift from the Grundcorps -6DP | Replace your hero's ranged weapon with the following:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Gift from the Grundcorps Anti-MONSTER (+1 Rend) | 24" | 5 | 3+ | 3+ | 1 | 2 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Gift from the Grundcorps Anti-MONSTER (+1 Rend) | | 24" | 5 | 3+ | 3+ | 1 | 2 |
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| Path of The Magnate(KHARADRON OVERLORDS HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CUSTOM AMMUNITION: On long hauls, this duardin likes to tinker with their ammunition to give it that extra bit of stopping power.
Effect: Add 1 to wound rolls for this unit’s shooting attacks.
DRILLBILL-FEATHER TRIGGER: Though it has voided the guild warranty, this duardin's sidearm has been modified to allow for quicker firing.
Effect: This unit’s ranged weapons have Crit (2 Hits).
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
LEARNED IN THE WAYS OF THE WIND: Nav-League training has taught this duardin some clever tricks to manipulate air currents.
Effect: Each time an enemy unit within 9" of this unit uses a MOVE ability, the effects of the ’ FLY’ ability do not apply to that unit.
NULLSTONE AMULET: This angular locket containing a shard of nullstone incorporates a delicate slider that allows the wielder to toggle the strength of its anti-magic field at will.
Effect: This unit can use UNBIND and BANISH abilities as if it had WIZARD (1).
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
CODEBREAKER: The only rules this canny officer follows are the ones that lead to bigger returns.
Effect: If an enemy unit within 12" of this unit uses the ’ Rally’ command, your opponent must make 3 fewer rally rolls of D6. If a friendly unit wholly within 12" of this unit uses the ’Rally’ command, you can make 3 additional rally rolls of D6.
PHOSPHORIC FLARES: Light 'em up!
Declare: Pick a visible enemy unit within 12" of this unit to be the target. Effect: Roll a dice. If the result is equal to or less than the number of models in the target, pick 1 of the following effects: - For the rest of the turn, subtract 1 from hit rolls for shooting attacks made by the target.
- For the rest of the turn, re-roll hit rolls of 1 for this unit’s shooting attacks that target that enemy unit.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
EMERGENCY BLAST-VENT: This officer's flight suit can vent spent gas in order to stun enemies and send them stumbling backwards.
Effect: For the rest of the turn, enemy units have STRIKE-LAST while they are in combat with this unit.
RESERVE CREW, DISEMBARK!: This shrewd officer has learned well the benefits of not committing the entirety of their forces from the get-go.
Declare: Pick a friendly non- HERO non- SKYVESSEL unit that has been destroyed to be the target. Effect: Set up a replacement unit identical to the target wholly within 12" of this unit and more than 3" from all enemy units.
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| Path of The Privateer(non-HERO non-SKYVESSEL KHARADRON OVERLORDS unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SKYFARER'S GRIT: These rugged soldiers dig in and endure whatever the enemy can hurl at them.
Effect: This unit has WARD (6+) against shooting attacks while it is contesting an objective.
HAIL OF AETHERSHOT: Rigorous drills have ensured that this unit can ready arms and fire a volley in the blink of an eye.
Effect: Roll a dice. On a 4+, this unit can use SHOOT abilities this turn even if it used a RETREAT ability in the same turn.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
STERN AND RESOLUTE: Foes looking to shift these privateers from their objective can think again!
Declare: Pick an enemy unit in combat with this unit to be the target. Effect: Subtract D6 from the control score of the target for the rest of the turn.
CLOUDWALKERS: A recent shipment of boots with experimental air-cushioned heels has given these duardin an extra spring in their step. Onwards, to victory!
Effect: Add 1 to charge rolls for this unit.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SAPPERS: Endrineer training has given these duardin a talent for 'swiftly disassembling' structures.
Declare: Pick an enemy faction terrain feature or MANIFESTATION within this unit’s combat range to be the target. Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
DEAL-SEALER ROUNDS: Though it set them back a fair few aether-gold shares, these duardin have laced their ammunition with imported celestium dust, causing their shots to find their targets' weak spots with uncanny frequency.
Effect: This unit’s ranged weapons have Crit (Auto-wound).
LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:
CHAMONITE-EDGED BLADES: These prototype cutlasses find the weakness in any armour.
Effect: Add 1 to the Damage characteristic of this unit’s melee weapons that have an unmodified Attacks characteristic of 1 or 2. Add 1 to wound rolls for attacks made with this unit’s melee weapons that have an unmodified Attacks characteristic of 3 or more.
AETHERMATIC AUGMENTS: These soldiers' hazard suits have been reinforced with strength enhancing mechanisms.
Effect: Ignore positive modifiers to save rolls for enemy units while they are in combat with this unit.
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| Path of The Skyfleet(SKYVESSEL KHARADRON OVERLORDS unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
RELIABLE ENDRINS: Guild-approved since the Conference of Madralta.
Effect: You can re-roll run rolls and charge rolls for this unit.
POWERFUL REVERSING PROPELLERS: Sometimes, backwards is the only way forwards.
Effect: This unit can SHOOT abilities even if it used a RETREAT ability in the same turn.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
SPIKEHEAD RIVETS: These dummy rivets with tapered heads can be explosively ejected in all directions at the push of a button.
Effect: Inflict 1 mortal damage on each enemy unit in combat with this unit.
SKYHORN SIREN: A blast from this siren is louder than a Mega-Gargant with a toothache.
Declare: Make a skyhorn blast roll of 4D6. Each enemy unit within X" of this unit is a target, where X is the skyhorn blast roll. Effect: Roll a dice for each target. Subtract the roll from the target’s control score for the rest of the turn.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BATTLE-HARDENED ENDRINEERS: The endrineers on this ship have seen it all before, calmly enacting repairs even as all hell breaks loose.
Effect: Roll a dice. If the roll is equal to or less than the current battle round number, Heal (X) this unit, where X is the current battle round number.
EXHAUST VENTING: A well-timed series of blasts from this ship's modified cooling apparatus can turn away incoming arrows and bullets.
Effect: If the unmodified hit roll for an attack made as part of that SHOOT ability that targets this unit is 1-4, the attack fails and the attack sequence ends.
LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:
GATTLESSON'S COLOSSAL DETONATION AMMO: Always read the instructions!
Declare: Pick 1 of this unit’s ranged weapons. Effect: For the rest of the battle round: - Double the Attacks characteristic of that weapon.
- For each unmodified hit roll of 1 for a shooting attack made by this unit, allocate 1 damage point to this unit after the SHOOT ability has been resolved (ward rolls cannot be made for those damage points).
NULLSTONE CLOUD-SEEDING: A tacit deal struck with the Vongrim Guild has seen this vessel fitted with nullstone-gas ejection ports that surround it in a potent anti-magic field.
Effect: Spells cast by WIZARDS within 12" of this unit are miscast if any two dice in the unmodified casting roll show the same result.
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The first duty of the Grundcorps is to protect the sky-fleets of the great Kharadron empire, and most do so from the deck of a mighty capital ship, fighting on behalf of an Admiral or Captain who has the aether-shares to afford them. Yet their duties go far beyond simple deck defence. Utilising their nimble Gunhaulers, heavily armed bands of Grundstok Trailblazers make for excellent vanguard troops, capable of locating assets and holding them for as long as it takes for the main fleet to arrive.
Typically such work is performed on behalf of members of the Endrineers Guild. The work of such luminaries must occasionally take them far from the relative safety of an Ironclad or Frigate. Though the cost of a Grundcorps contract might be eye-watering, it is always worth it: the heavy weapons and blistering firepower of a group of Grundstok Marines is enough to make any foe think twice before attacking, and Gunhaulers, though lightweight in comparison to other Kharadron vessels, are still outfitted with enough heavy munitions to annihilate an enemy warband in a single salvo.
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| This Spearhead army consists of the following units:
General - Endrinmaster with Dirigible Suit
Units - 5 Grundstok Thunderers
- 1 Grundstok Gunhauler
- 3 Endrinriggers
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GUNHAULER ESCORT: The threatening presence of a Grundstok Gunhauler overhead makes it difficult for enemies to focus their attacks on the Trailblazers’ ground forces.
Effect: Subtract 1 from
hit rolls for attacks that target friendly
KHARADRON OVERLORDS INFANTRY units while they are wholly within 6" of a friendly
Grundstok Gunhauler.
Pick 1 of the following regiment abilities.
RAPID RELOCATION: The Gunhauler’s pilot assumes a high trajectory before looping around and rejoining the battle from a different direction.
Declare: Pick a friendly unit with
<KY>FLY</KY> to be the target.
Effect: Remove the target from the battlefield and
set it up again anywhere on the battlefield more than 6" from all enemy units. The target cannot use
CHARGE abilities this turn.
PROPELLER DOWNDRAUGHT: The buffeting air currents kicked up by the Gunhauler as it flies low mean that nearby foes seeking to engage the Kharadron find themselves charging into a headwind.
Effect: Subtract 1 from
charge rolls for enemy units while they are within 9" of a friendly
Grundstok Gunhauler.
Give your general 1 of the following enhancements.
EMERGENCY FUEL INJECTION PODS: By flicking a rune-embossed switch concealed in their suit, this Endrinmaster can give their equipment a boost just when they need it.
Effect: Your general has
STRIKE-FIRST for the rest of the turn.
CELESTIUM-BURST BOMBLETS: Long-standing trade agreements with Azyrheim have allowed the production of these munitions, which have a disruptive effect on supernatural defences.
Declare: Pick an enemy unit
in combat with your general to be the target.
Effect: Roll a dice. On a 3+,
ward rolls cannot be made for the target for the rest of the turn.
PROSPECTOR AND PIONEER: Whether they are a cranky taskmaster or a charismatic maverick, this general is a force of nature when it comes to staking new claims for their sky-port.
Effect: Add 2 to your general’s
control score.
EXTRACTION FAIL-SAFES: This Endrinmaster has fitted their Dirigible Suit with non-essential components that can be jettisoned to distract a pursuing foe.
Effect: Subtract 1 from the number of damage points inflicted on this unit when it uses a
RETREAT ability.
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| 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. | |
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| Aethercannon |
| | Aethercannon | 18" | 1 | 3+ | 3+ | 2 | 3 |
| Dirigible Suit Weapon Battery |
| | Dirigible Suit Weapon Battery | 12" | 6 | 3+ | 3+ | 1 | 1 |
| Upgraded Aethermatic Saw |
| | Upgraded Aethermatic Saw | | 4 | 3+ | 3+ | 2 | 2 |
ENDRINMASTER EXTRAORDINAIRE: This Endrinmaster’s rig bristles with tools and gizmos that allow them to perform battlefield repairs with great haste.
Declare: Pick a friendly unit with the
<KY>FLY</KY> keyword that is wholly within 12" of this unit to be the target.
Effect: Roll a D3. On a 2+,
Heal (X) the target where
X is equal to the roll.
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| Small, manoeuvrable and deadly, the Grundstok Gunhauler is an escort-class ship tasked with ensuring the safety of the airfleets’ larger skyvessels. They perform this role well, swarming in defence before peeling off to launch blistering attack runs. | |
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| Sky Ordnance |
| | Sky Ordnance | 15" | 3 | 4+ | 3+ | 2 | 3 |
| Boarding Weapons |
| | Boarding Weapons | | 4 | 4+ | 4+ | - | 1 |
GUNHAULER OVERWATCH: At the last moment, the Gunhauler’s crew loose a hasty fusillade at a charging group of foes.
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.
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| 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. | |
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| Aethershot Rifle |
| | Aethershot Rifle | 18" | 2 | 3+ | 4+ | 1 | 1 |
| Aetheric Fumigator or Decksweeper [Shoot in Combat] |
| | Aetheric Fumigator or Decksweeper Shoot in Combat | 10" | 5 | 3+ | 4+ | - | 1 |
| Grundstok Mortar or Aethercannon |
| | Grundstok Mortar or Aethercannon | 18" | 2 | 4+ | 3+ | 1 | 2 |
| Gun Butt |
| | Gun Butt | | 1 | 4+ | 5+ | - | 1 |
- 1 model is armed with an Aethershot Rifle.
- 1 model is armed with an Aetheric Fumigator.
- 1 model is armed with a Decksweeper.
- 1 model is armed with a Grundstok Mortar.
- 1 model is armed with an Aethercannon.
- Every model is also armed with a Gun Butt.
BEWILDERBLAST ROUNDS: These specialist rounds emit a riot of light and sound, severely disrupting the targets’ cohesion.
Declare: Pick an enemy unit that had any
damage points allocated to it this phase by this unit’s
shooting attacks to be the target.
Effect: Subtract D6 from the target’s
control score for the rest of the turn.
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| 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. | |
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| Rapid-fire Rivet Gun [Shoot in Combat] |
| | Rapid-fire Rivet Gun Shoot in Combat | 10" | 3 | 3+ | 4+ | 1 | 1 |
| Aethermatic Volley Gun [Crit (2 Hits)] |
| | Aethermatic Volley Gun Crit (2 Hits) | 15" | 2D6 | 4+ | 4+ | - | 1 |
| Skyrigger Heavy Weapon [Anti-MONSTER (+1 Rend)] |
| | Skyrigger Heavy Weapon Anti-MONSTER (+1 Rend) | 15" | 1 | 4+ | 3+ | 1 | D3 |
| Aethermatic Saw [Anti-charge (+1 Rend)] |
| | Aethermatic Saw Anti-charge (+1 Rend) | | 3 | 4+ | 3+ | 1 | 2 |
| Gun Butt |
| | Gun Butt | | 1 | 4+ | 5+ | - | 1 |
- 1 model is armed with a Rapid Fire Rivet Gun and Aethermatic Saw.
- 1 model is armed with an Aethermatic Volley Gun and Gun Butt.
- 1 model is armed with a Skyrigger Heavy Weapon (Grapnel Launcher, Skyhook or Drill Launcher) and Gun Butt.
CLOUDWEAVING SKYFARERS: It is not only the Kharadron’s vessels that prowl the skies: one-duardin endrinsphere harnesses grant their wearers the power of flight, making them manoeuvrable troops indeed.
Effect: Roll a dice. On a 3+, this unit can use the ‘
Normal Move’ ability as if it were your movement phase.
| INFANTRY, FLY, REINFORCEMENTS |
The Kharadron naval doctrine emphasises the swift and decisive application of intense firepower in order to seize profitable territory. On occasions where it is infeasible to deploy the full might of their sky-fleet in order to achieve this purpose, a Kharadron Admiral will often take charge of a single Arkanaut Frigate and a carefully selected retinue of trusted aeronauts, forming a heavy-hitting ad-hoc formation known as a Skyhammer Task Force.
The success of a Skyhammer Task Force relies first and foremost on the wondrous war machine that is the Arkanaut Frigate. As the vessel descends from the skies, it unleashes a hail of armour-shredding firepower, clearing a landing zone for the Arkanauts rappelling down from its gunwales. The Admiral commands this ground party personally, bellowing orders and blasting at the foe with their volley pistol, while airborne, endrin-clad Skywardens sweep the skies clear of threats. Once a foothold has been secured, the Frigate will swoop back in, slowing long enough for Arkanauts to tether themselves to its hull, hitching a ride on the vessel in order to outflank and plunder the next enemy position.
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| This Spearhead army consists of the following units:
General Units - 5 Arkanaut Company (incl. Skypike)
- 5 Arkanaut Company (incl. Light Skyhook and Aethermatic Volley Gun)
- 3 Skywardens
- 1 Arkanaut Frigate
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PLY THE SKIES: The Kharadron rule the skies of the realms with fleets of fearsome airships crewed by hardened duardin.
Used By: The
Arkanaut Frigate that is using that
MOVE ability.
Effect: Pick a friendly
INFANTRY unit that is wholly within the
combat range of that
Arkanaut Frigate and not
in combat to be
transported. Remove that
INFANTRY unit from the battlefield. Then, when the
Arkanaut Frigate ends its move,
set up the
INFANTRY unit on the battlefield again, wholly within the combat range of the
Arkanaut Frigate and not in combat. A unit cannot use
CHARGE abilities if it was transported in the same turn.
Pick 1 of the following regiment abilities.
ASSAULT BOAT: The speed and manoeuvrability of the Arkanaut Frigate allows it to deliver Arkanaut Companies directly into the fray.
Declare: Pick a friendly unit that was
transported this turn to use this ability.
Effect: That unit can still use
CHARGE abilities later in the turn.
DISENGAGE: At an officer’s command, the vessel disengages with all guns blazing.
Declare: Pick a friendly
Arkanaut Frigate to use this ability.
Effect: If that unit uses a
RETREAT ability this phase, no
mortal damage is inflicted on it and it can still use
SHOOT abilities later in the turn.
Give your general 1 of the following enhancements.
MASTERWROUGHT ARMOUR: This Admiral’s finely crafted suit of armour is the acme of the armourer’s art.
Effect: Your general has
WARD (6+).
THERE'S NO REWARD WITHOUT RISK: Under the command of their Admiral, the crew close in on their prize without a moment’s hesitation.
Effect: You can re-roll the
charge roll for that
CHARGE ability.
FLASK OF VINTAGE GOROGNA: This rare duardin drink is said to be good for whatever ails you.
Effect: Heal (D6) your general.
LEAVE NO DUARDIN BEHIND: With a rousing speech, the Admiral rallies his crew and steels their resolve.
Declare: Pick a friendly
Arkanaut Company unit wholly within 12" of your general and roll a dice for each
slain model from that unit.
Effect: For each 4+, you can return 1 slain model to that unit.
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| Arkanaut Admirals are the cream of the sky-ports’ officer class, intrepid leaders and battle-hardened veterans of a thousand aerial engagements whose booming commands inspire their crew to mighty deeds in the search for profit. Armed with an ornately crafted volley pistol and a massive, aether-powered skalfhammer, they lead by example, crushing skulls and blasting smoking craters in any foes that stand between them and their next big score. | |
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| Masterwork Volley Pistol [Shoot in Combat] |
| | Masterwork Volley Pistol Shoot in Combat | 10" | 3 | 3+ | 3+ | 1 | 2 |
| Skalfhammer |
| | Skalfhammer | | 3 | 3+ | 2+ | 1 | 3 |
ALWAYS TAKE WHAT YOU ARE OWED: Following the decrees of the Code, the Admiral directs their fleet in the pursuit of profit and glory.
Declare: Pick a friendly
Arkanaut Company unit wholly within 12" of this unit to be the target.
Effect: Add D6 to the target’s
control score until the start of your next turn.
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| Skywardens are elite formations of Arkanaut warriors whose duty is to safeguard their skyfleet’s vessels against attack. Granted the power of flight by portable aether-endrins, they soar alongside their metal wards, scanning the clouds and the ground below for potential threats. Should battle be joined, Skywardens will swoop from on high to skewer enemies upon long-hafted skypikes or hover at short range to incinerate them with vulcaniser pistols. Whenever the enemy gather close, they withdraw to fight anew, leaving behind floating mines that detonate to cover their escape. | |
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| Vulcaniser Pistol [Shoot in Combat] |
| | Vulcaniser Pistol Shoot in Combat | 10" | 3 | 3+ | 3+ | 1 | 1 |
| Aethermatic Volley Gun |
| | Aethermatic Volley Gun | 15" | 2D6 | 4+ | 4+ | - | 1 |
| Skypike [Crit (Mortal)] |
| | Skypike Crit (Mortal) | | 2 | 3+ | 3+ | 1 | 2 |
| Gun Butt |
| | Gun Butt | | 1 | 4+ | 5+ | - | 1 |
This unit has 2 Skywardens armed with a Vulcaniser Pistol and Skypike, and 1 Skywarden armed with an Aethermatic Volley Gun and Gun Butt.
TIMED CHARGES: Skywardens are practised at striking hard and then retreating quickly amidst timed explosions to cause massive damage.
Declare: Pick an enemy unit
in combat with this unit to be the target, then roll a dice.
Effect: On a 2+, inflict 1
mortal damage on the target, and this unit can immediately use the ‘
Retreat’ ability without any mortal damage being inflicted on it.
| INFANTRY, FLY, REINFORCEMENTS |
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| The unmistakable profile of an Arkanaut Frigate set against the sky is a sight greatly feared by the Kharadron’s enemies, who know all too well the devastating firepower these airships possess and the fighting spirit of the skysailors they carry into battle. As much transport vessels as weapon platforms, Frigates launch blistering attack runs upon enemy formations with harpoon-like skyhooks and expertly deployed munitions from their bomb racks, before swooping in low to disgorge companies of hard-bitten Arkanauts into their midst. | |
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Heavy Skyhook |
| | Heavy Skyhook | 24" | 2 | 4+ | 3+ | 2 | D6 |
| Aethershot Carbines [Shoot in Combat] |
| | Aethershot Carbines Shoot in Combat | 12" | 4 | 3+ | 3+ | 1 | 2 |
| Crew’s Boarding Weapons |
| | Crew’s Boarding Weapons | | 8 | 4+ | 4+ | - | 1 |
BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Heavy Skyhook is 1.
BOMB RACKS: This skyvessel carries a variety of bombs that can be dropped onto the battlefield below to obliterate ground targets.
Declare: Pick an enemy unit that this unit passed across this phase to be the target.
Effect: Inflict D3+1
mortal damage on the target.
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| 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. Eager to earn an officer’s commission, Arkanauts compete to outdo each other with acts of reckless bravado, risking everything to secure glory – and thus earn a better share of the profits. | |
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| Privateer Pistol [Shoot in Combat] |
| | Privateer Pistol Shoot in Combat | 10" | 2 | 4+ | 4+ | - | 1 |
| Aethermatic Volley Gun |
| | Aethermatic Volley Gun | 15" | 2D6 | 4+ | 4+ | - | 1 |
| Light Skyhook |
| | Light Skyhook | 15" | 1 | 4+ | 3+ | 2 | D3 |
| Arkanaut Cutter |
| | Arkanaut Cutter | | 2 | 4+ | 4+ | - | 1 |
| Gun Butt |
| | Gun Butt | | 1 | 4+ | 5+ | - | 1 |
| Skypike [Crit (Mortal)] |
| | Skypike Crit (Mortal) | | 2 | 3+ | 3+ | 1 | 2 |
One unit has 4 Arkanauts armed with a Privateer Pistol and Arkanaut Cutter, and 1 Arkanaut armed with a Skypike.
The other unit has 3 Arkanauts armed with a Privateer Pistol and Arkanaut Cutter, 1 Arkanaut armed with an Aethermatic Volley Gun and Gun Butt, and 1 Arkanaut armed with a Light Skyhook and Gun Butt.
GLORY-SEEKERS: All of the warriors that make up an Arkanaut Company are eager to win recognition for daring deeds.
Effect: Add 1 to
hit rolls for attacks made by this unit that target a unit
contesting an objective.