Kharadron Overlords – Endrinmaster with Endrinharness

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•KHARADRON OVERLORDS WARSCROLL•
Endrinmaster
with Endrinharness
4"
6
3+
2
Endrinmasters are peerless combat mechanics, well used to conducting emergency repairs in the white heat of battle. Many equip themselves with a strength-enhancing endrinharness that allows them to wield a fearsome aethermight hammer.
•KHARADRON OVERLORDS WARSCROLL•
Endrinmaster
with Endrinharness
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Aethermight Hammer
Aethermight Hammer34+2+23
BATTLE PROFILE

Unit Size: 1      Points: 150
Base size: 32mm
Can be reinforced: No
Regiment Options: Any INFANTRY, 0-1 SKYVESSEL
Notes: This HERO can join an eligible regiment as a Guild Officer.

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

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

Effect: For the rest of the turn:
  • The target can use a RETREAT or RUN ability and still use SHOOT abilities later in the turn.
  • No mortal damage is inflicted on the target by RETREAT abilities.

Your Hero Phase
MOBILE REPAIRS: An Endrinmaster is well equipped to carry out emergency repairs in the midst of battle.

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

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

KEYWORDS
HERO, INFANTRY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it.’

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

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

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.

FAQ

Q:If a HERO is able to join another HERO's regiment (e.g. The Shadow Queen joining Morathi-Khaine, do they take the place of a non-HERO unit in that regiment?
A:
Yes.
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.

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Those HEROES can join an eligible regiment as a Guild Officer.

© Vyacheslav Maltsev 2013-2026