Kharadron Overlords – Warscrolls


Infantry Hero


KHARADRON OVERLORDS WARSCROLL
Aether-Khemist
4"
5
4+
2
Masters of alchemy and atmospheric analysis, Aether-Khemists not only augment their comrades’ weapons with a boost of aether-gold, but they can also turn their esoteric devices against their foes to drain the air from their lungs.
KHARADRON OVERLORDS WARSCROLL
Aether-Khemist
RANGED WEAPONS
RngAtkHitWndRndDmg
Atmospheric Anatomiser [Shoot in Combat]
Atmospheric Anatomiser
Shoot in Combat
8"3D64+4+21
MELEE WEAPONS
AtkHitWndRndDmg
Heavy Instruments
Heavy Instruments34+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Passive
ATMOSPHERIC ISOLATION: An Atmospheric Anatomiser can create a localised vacuum steals the breath from an advancing enemy or depletes the arcane currents that impel foes of unnatural origin.

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

Once Per Turn (Army), Your Shooting Phase
AETHERIC AUGMENTATION: An Aether-Khemist can use their Anatomiser to augment the weapons of nearby skyfarers.

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

Effect: Roll a dice. On a 3+, add 1 to the Rend characteristic of the target’s ranged weapons for the rest of the turn.

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


KHARADRON OVERLORDS WARSCROLL
Aetheric Navigator
4"
5
3+
2
Utilising cutting-edge aethermatic science in order to decipher the ever-changing wind patterns of the Mortal Realms, Aetheric Navigators are an invaluable presence upon any Kharadron skyvessel.
KHARADRON OVERLORDS WARSCROLL
Aetheric Navigator
RANGED WEAPONS
RngAtkHitWndRndDmg
Ranging Pistol [Shoot in Combat]
Ranging Pistol
Shoot in Combat
10"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Zephyrscope
Zephyrscope33+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Passive
AETHERSIGHT: Aetheric Navigators can unpick enemy spells by harnessing the arcane jet streams.

Effect: This unit can use UNBIND abilities as if it had WIZARD (1).

Once Per Turn (Army), Your Movement Phase
READ THE WINDS: Navigators can signal to nearby Kharadron airships, helping them to steer into prevailing currents.

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

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

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


KHARADRON OVERLORDS WARSCROLL
Arkanaut Admiral
4"
6
3+
2
Arkanaut Admirals are the cream of the sky-ports’ officer class, intrepid leaders and battle-hardened veterans of countless aerial engagements whose booming commands inspire their crews to mighty deeds in the search for profit.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Admiral
RANGED WEAPONS
RngAtkHitWndRndDmg
Masterwork Volley Pistol [Shoot in Combat]
Masterwork Volley Pistol
Shoot in Combat
10"33+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Skalfhammer
Skalfhammer43+3+13
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, Any KHARADRON OVERLORDS

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

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

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

Once Per Turn (Army), Your Shooting Phase
BRING EVERY GUN TO BEAR!: At the Admiral’s order, the skyvessel is steered into position to deliver a devastating salvo.

Declare: Pick a friendly SKYVESSEL wholly within 24" of this unit to be the target.

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

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


KHARADRON OVERLORDS WARSCROLL
Brokk Grungsson
Lord-Magnate of Barak-Nar
12"
8
3+
2
Lord-Magnate Brokk Grungsson is the richest Kharadron privateer alive. Clad in a custom-built endrinharness and carrying a small armoury of lethal firearms, he seeks out fresh sources of aether-gold with single-minded belligerence.
KHARADRON OVERLORDS WARSCROLL
Brokk Grungsson
Lord-Magnate of Barak-Nar
RANGED WEAPONS
RngAtkHitWndRndDmg
The Magnate’s Charter [Shoot in Combat]
The Magnate’s Charter
Shoot in Combat
12"63+3+12
Grungsson’s Boast
Grungsson’s Boast18"13+2+2D3+3
MELEE WEAPONS
AtkHitWndRndDmg
Brokk’s Aethermatic Saw [Crit (2 Hits)]
Brokk’s Aethermatic Saw
Crit (2 Hits)
53+3+22
BATTLE PROFILE

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

Once Per Battle, Your Movement Phase
COMMAND THE FLEET: Brokk’s preferred strategy is to instruct his fleet before leading his Skyriggers on bold manoeuvres to vanquish the enemy.

Declare: Pick up to 3 visible friendly SKYVESSELS wholly within 24" of this unit that are not in combat to be the targets.

Effect: Each target can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn.

Any Combat Phase
FIRST RULE OF GRUNGSSON: When Brokk Grungsson leads his warriors into battle, he reminds them of his first and most significant commentary on the Code.

Declare: Pick up to 2 other friendly SKYFARER units within this unit’s combat range to be the targets.

Effect: Add 1 to the Attacks characteristic of the targets’ melee weapons for the rest of the turn.

End of Any Turn
MOUSTACHE-MOUNTED AETHERBLASTERS: These custom aetherblasters deal short-range volleys of devastating fire.

Declare: Pick an enemy unit in combat with this unit to be the target.

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

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


KHARADRON OVERLORDS WARSCROLL
Codewright
4"
5
3+
2
With every artycle, every amendment and every footnote of the Kharadron Code learnt by heart, Codewrights are adept at not only citing obscure sections of the Code that can expedite the completion of their airfleet’s current objectives but also at adding ‘clarifications’ on the fly.
KHARADRON OVERLORDS WARSCROLL
Codewright
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershot Pistol [Shoot in Combat]
Aethershot Pistol
Shoot in Combat
10"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Battletome
Battletome34+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 80
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

Once Per Turn (Army), Your Hero Phase
ADVISORY ROLE: With the right tome at their fingertips, a shrewdly worded recommendation from a Codewright can have as much of an impact on a battle as a direct order from an Admiral.

Declare: Pick up to 3 visible friendly SKYFARERS units to be the targets.

Effect: Roll a dice for each target. On a 3+, pick 1 of the following effects to apply to that target for the rest of the turn:

Seek New Prospects: Add 5 to the target’s control score.

Don’t Argue with the Wind: Add 1 to run rolls and charge rolls for the target.

There’s No Trading With Some People: The target can use a RETREAT ability and still use SHOOT abilities later in the turn. In addition, no mortal damage is inflicted on the target by RETREAT abilities.

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


KHARADRON OVERLORDS WARSCROLL
Drekki Flynt
4"
6
3+
2
Drekki Flynt. It is a name to which tankards have been raised and curses levelled a thousand times. Captain of the Aelsling, fastest ship in Barak‑Mhornar, Flynt earns his reputation with flexible morals, an aether-powered axe and a multi‑barrelled pistol always close to hand.
KHARADRON OVERLORDS WARSCROLL
Drekki Flynt
RANGED WEAPONS
RngAtkHitWndRndDmg
The Aethermatic Equaliser Mk. III [Shoot in Combat]
The Aethermatic Equaliser Mk. III
Shoot in Combat
10"2D63+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Grunnsson’s Axe [Anti-MONSTER (+1 Rend)]
Grunnsson’s Axe
Anti-MONSTER (+1 Rend)
43+3+13
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, 0-1 Arkanaut Frigate, Any INFANTRY

Deployment Phase
CAPTAIN OF THE AELSLING: The Aelsling is manned by a motley crew of ne’erdo-wells with many a tale of daring combat to tell.

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

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

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

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

Any Combat Phase
AUXILIARY SKYHOOK: Drekki’s axe is custom-fitted with a small skyhook that can skewer beasties that stray too close.

Declare: Pick an enemy MONSTER in combat with this unit to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • Subtract 1 from wound rolls made for the target’s attacks for the rest of the turn.

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


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

Unit Size: 1      Points: 140
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

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

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

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

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

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

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

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


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

Unit Size: 1      Points: 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


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

Unit Size: 1      Points: 120
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.

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

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

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

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

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


KHARADRON OVERLORDS WARSCROLL
Grombrindal, The White Dwarf
4"
8
4+
2
3+
Reforged by Grungni to unite the duardin of the Mortal realms, Grombrindal – the White Dwarf – has become the living embodiment of his people.
KHARADRON OVERLORDS WARSCROLL
Grombrindal, The White Dwarf
MELEE WEAPONS
AtkHitWndRndDmg
Rune Axe of Grimnir [Crit (2 Hits)]
Rune Axe of Grimnir
Crit (2 Hits)
53+3+23
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 1      Points: 360
Base size: 40mm
Can be reinforced: No
Regiment Options: Any ORDER DUARDIN units
Notes: Legends Warscroll

Passive
ARMOUR OF GLIMRIL SCALES: Replicated by Runesmiths from a single scale wedged between the teeth of a slain Chaos Lord at the pivotal Battle of Thraag, the White Dwarf's armour is able to deflect even the hardest blows.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate D3 damage points to it (ward rolls cannot be made for those damage points).

Passive
RUNE AXE OF GRIMNIR: This legendary blade allows Grombrindal to cleave through rank after rank of enemy warriors with ease.

Effect: The Attacks characteristic of this unit’s Rune Axe of Grimnir is 7 if this unit charged this turn.

Passive
AS STERN AS STONE: No duardin would ever be found wanting under the gaze of the White Dwarf

Effect: Friendly DUARDIN INFANTRY units have WARD (5+) while they are wholly within 12" of this unit.

Passive
LIVING LEGEND: Grombrindal is the embodiment of the duardin soul guardian of their ancestral traditions and champion in their times of need.

Effect: Add 2 to the control scores of friendly DUARDIN INFANTRY units while they are wholly within 12" of this unit.

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


KHARADRON OVERLORDS WARSCROLL
Scourge of Aqshy Null-Khemist
12"
8
3+
2
Kept comfortably cool in the Aqshian climes by their hermetically sealed nullsuits, Null-Khemists dart through the skies in their haste to test out their newest inventions. Woe betide those who stand between them and their research.
KHARADRON OVERLORDS WARSCROLL
Scourge of Aqshy Null-Khemist
RANGED WEAPONS
RngAtkHitWndRndDmg
Null-gas Extinguisher [Shoot in Combat]
Null-gas Extinguisher
Shoot in Combat
8"3D62+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Prospecting Clamp
Prospecting Clamp43+4+12
BATTLE PROFILE

Unit Size: 1      Points: 200
Base size: 40mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, 0-1 Guild Officer, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Passive
CUSTOMISED NULLSUIT: Additional pipes have been welded to the Null-Khemist’s suit that constantly vent excess nullstone gas around them in a magic-dispelling cloud.

Effect:
  • This unit can use UNBIND and BANISH abilities as if it had WIZARD (1).
  • Add 1 to the number of dice rolled when making unbinding rolls and banishment rolls for this unit, to a maximum of 3.

Passive
DILIGENT RESEARCHER: A Null-Khemist does not stay still for long; after all, one cannot conduct proper field testing by remaining in one place.

Effect: Each time your opponent spends any rage dice as part of the ‘Eruption of Fury’ ability, after that ability has been resolved, if this unit is not in combat, it can move up to XD6", where X is the number of rage dice spent. It cannot end that move in combat.

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


KHARADRON OVERLORDS WARSCROLL
Scourge of Ghyran Codewright
4"
5
3+
2
The Kharadron’s profitable wars in the Everspring Swathe have led to a great demand for Codewrights, experts skilled in debating the finer points of the Kharadron Code. Their utter dedication to the rule of law is so intense that a bellowed quote from the Code can cause enemies to falter in confusion and sudden panic, rendering them easy targets.
KHARADRON OVERLORDS WARSCROLL
Scourge of Ghyran Codewright
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershot Pistol [Shoot in Combat]
Aethershot Pistol
Shoot in Combat
10"23+3+11
MELEE WEAPONS
AtkHitWndRndDmg
Battletome
Battletome34+4+-D3
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 SKYVESSEL, Any INFANTRY
Notes: This HERO can join an eligible regiment as a Guild Officer.
This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

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

Effect: Give this unit D3 vexed points.

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

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

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

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

Infantry


KHARADRON OVERLORDS WARSCROLL
Arkanaut Company
4"
1
4+
1
The backbone of the Kharadron airfleets are the Arkanaut Companies. These grizzled privateers crew the sky-ports’ vessels and are armed with a variety of aether-powered firearms and deck tools with which to repel boarders or take the fight to the enemy.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Company
RANGED WEAPONS
RngAtkHitWndRndDmg
Privateer Pistol [Shoot in Combat]
Privateer Pistol
Shoot in Combat
10"24+4+-1
Privateer Heavy Weapon
Privateer Heavy Weapon15"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Arkanaut Hand Weapon
Arkanaut Hand Weapon24+4+-1
Skypike [Charge (+1 Damage)]
Skypike
Charge (+1 Damage)
23+3+12
BATTLE PROFILE

Unit Size: 10      Points: 80
Base size: 25mm
Can be reinforced: Yes

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

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

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

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

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


KHARADRON OVERLORDS WARSCROLL
Endrinriggers
12"
2
3+
1
With aether-endrins strapped to their backs, Endrinriggers conduct repairs on their beloved airships miles above ground. In battle, their aether-powered tools become lethal weapons capable of punching through armour or messily sawing off limbs.
KHARADRON OVERLORDS WARSCROLL
Endrinriggers
RANGED WEAPONS
RngAtkHitWndRndDmg
Rapid-fire Rivet Gun [Shoot in Combat]
Rapid-fire Rivet Gun
Shoot in Combat
10"33+4+11
Aethermatic Volley Gun [Crit (2 Hits)]
Aethermatic Volley Gun
Crit (2 Hits)
15"2D64+4+-1
Skyrigger Heavy Weapon [Anti-MONSTER (+1 Rend)]
Skyrigger Heavy Weapon
Anti-MONSTER (+1 Rend)
15"14+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Aethermatic Saw [Anti-charge (+1 Rend)]
Aethermatic Saw
Anti-charge (+1 Rend)
34+3+12
Gun Butt
Gun Butt14+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 100
Base size: 32mm
Can be reinforced: Yes

  • Each model in this unit is armed with a Rapid-fire Rivet Gun and Aethermatic Saw.
  • 1/3 models can replace their weapons with an Aethermatic Volley Gun and Gun Butt.
  • 1/3 models can replace their weapons with a Skyrigger Heavy Weapon (Grapnel Launcher, Skyhook or Drill Launcher) and Gun Butt.
  • The champion cannot replace their weapons.

End of Any Turn
EMERGENCY FIELD REPAIRS: Endrinriggers conduct intricate repair work even as battle rages around them.

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

Effect: Make a field repairs roll of D6 for each model in this unit. For each 4-5, Heal (1) the target. For each 6, Heal (2) the target.

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


KHARADRON OVERLORDS WARSCROLL
Grundstok Thunderers
4"
2
3+
1
Grundstok Thunderers are heavily armoured marines employed by the airfleets to defend it from hostiles. Expert marksmen and battle-hardened veterans of many voyages, they obliterate their foes in a storm of aethershot and mortar rounds.
KHARADRON OVERLORDS WARSCROLL
Grundstok Thunderers
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershot Rifle
Aethershot Rifle18"23+4+11
Aetheric Fumigator or Decksweeper [Shoot in Combat]
Aetheric Fumigator or Decksweeper
Shoot in Combat
10"53+4+-1
Grundstok Mortar or Aethercannon
Grundstok Mortar or Aethercannon18"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Gun Butt
Gun Butt14+5+-1
BATTLE PROFILE

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

  • Each model in this unit is armed with an Aethershot Rifle and Gun Butt.
  • 2/5 models can replace their Aethershot Rifle with an Aetheric Fumigator or Decksweeper.
  • 2/5 models can replace their Aethershot Rifle with a Grundstok Mortar or Aethercannon.
  • The champion cannot replace their Aethershot Rifle.

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

Declare: Pick Shieldbreaker ammunition or Thunderdrakk ammunition.

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

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

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

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


KHARADRON OVERLORDS WARSCROLL
Skywardens
12"
2
3+
1
Skywardens are elite formations of Arkanaut warriors granted the power of flight by portable aether-endrins. They swoop from on high to skewer enemies upon long-hafted skypikes or hover at short range to incinerate them with vulcaniser pistols.
KHARADRON OVERLORDS WARSCROLL
Skywardens
RANGED WEAPONS
RngAtkHitWndRndDmg
Vulcaniser Pistol [Shoot in Combat]
Vulcaniser Pistol
Shoot in Combat
10"33+3+11
Aethermatic Volley Gun [Crit (2 Hits)]
Aethermatic Volley Gun
Crit (2 Hits)
15"2D64+4+-1
Skyrigger Heavy Weapon [Anti-MONSTER (+1 Rend)]
Skyrigger Heavy Weapon
Anti-MONSTER (+1 Rend)
15"14+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Skywarden’s Skypike [Charge (+1 Damage)]
Skywarden’s Skypike
Charge (+1 Damage)
23+3+12
Gun Butt
Gun Butt14+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 130
Base size: 32mm
Can be reinforced: Yes

  • Each model in this unit is armed with a Vulcaniser Pistol and Skywarden’s Skypike.
  • 1/3 models can replace their weapons with an Aethermatic Volley Gun and Gun Butt.
  • 1/3 models can replace their weapons with a Skyrigger Heavy Weapon (Grapnel Launcher, Skyhook or Drill Launcher) and Gun Butt.
  • The champion cannot replace their weapons.

Once Per Turn (Army), End of Any Turn
TIMED CHARGES: Skywardens hurl explosive devices that shred the enemy and provide cover for their own retreat.

Declare: Pick an enemy unit in combat with this unit to be the target.

Effect: Roll a D3. On a 2+:
  • Inflict an amount of mortal damage on the target equal to the roll.
  • This unit can immediately use the ‘Retreat’ ability as if it were your movement phase without any mortal damage being inflicted on it.

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


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

Unit Size: 5      Points: 120
Base size: 32mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
LIGHT ENDRINPACKS: The aether-powered backpacks worn by the Vongrim allow them to travel light and swift.

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

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


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

Unit Size: 5      Points: 110
Base size: 32mm
Can be reinforced: Yes

Once Per Turn (Army), Any Combat Phase
SPOTTER’S FLAREGUN: Firing this flaregun sends a message to all nearby Kharadron: this place is claimed and must be defended.

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

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

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


KHARADRON OVERLORDS WARSCROLL
Scourge of Aqshy Endrinriggers
12"
2
3+
1
Endrinriggers dart between their home fleet’s skyvessels, making crucial repairs on the move and even in the midst of battle. Far from immune to the rage-intensifying Aqshian environment, if their vital work is interrupted, their tempers are quick to ignite
KHARADRON OVERLORDS WARSCROLL
Scourge of Aqshy Endrinriggers
RANGED WEAPONS
RngAtkHitWndRndDmg
Rapid-fire Rivet Gun [Shoot in Combat]
Rapid-fire Rivet Gun
Shoot in Combat
10"33+4+11
Skyrigger Heavy Weapon [Anti-MONSTER (+1 Rend)]
Skyrigger Heavy Weapon
Anti-MONSTER (+1 Rend)
15"14+3+1D3
Aethermatic Volley Gun [Crit (2 Hits)]
Aethermatic Volley Gun
Crit (2 Hits)
15"2D64+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Aethermatic Saw [Anti-charge (+1 Rend)]
Aethermatic Saw
Anti-charge (+1 Rend)
34+3+12
Gun Butt
Gun Butt14+5+-1
BATTLE PROFILE

Unit Size: 3      Points: 140
Base size: 32mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

  • Each model in this unit is armed with a Rapid-fire Rivet Gun and Aethermatic Saw.
  • 1/3 models can replace their weapons with an Aethermatic Volley Gun and Gun Butt.
  • 1/3 models can replace their weapons with a Skyrigger Heavy Weapon (Grapnel Launcher, Skyhook or Drill Launcher) and Gun Butt.
  • The champion cannot replace their weapons.

Once Per Turn (Army), Your Hero Phase
EMERGENCY FIELD REPAIRS: Burdened with the dangerous job of repairing skyvessels on the move, an Endrinrigger wants nothing more than to focus on the task in hand; engaging them in combat is a surefire way to garner their anger.

Effect: Until the start of your next turn, if this unit has not charged in the same turn, the following cumulative effects apply depending on your fury level.
1+Irked: This unit’s Aethermatic Saws have Crit (Auto-wound).
4+Exasperated: This unit has WARD (5+).
7Incensed: Add 1 to the Damage characteristic of this unit’s melee weapons.

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


KHARADRON OVERLORDS WARSCROLL
Thundrik’s Profiteers
4"
2
4+
1
The dauntless leader of a band of profiteers, Bjorgen Thundrik has developed quite the reputation in Barak-Nar for being able to sniff out fresh seams of aether-gold and for being utterly tenacious in his pursuit of riches. Driven by constant competition for promotion, this eclectic band of skyfarers will go to any lengths to secure a valuable haul and they will pepper with volleys of aethershot all those who try to take their wealth.
KHARADRON OVERLORDS WARSCROLL
Thundrik’s Profiteers
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethermatic Anatomiser [Shoot in Combat]
Aethermatic Anatomiser
Shoot in Combat
8"3D64+4+21
Aethermatic Firearms
Aethermatic Firearms12"23+4+11
MELEE WEAPONS
AtkHitWndRndDmg
Skypike [Crit (Mortal)]
Skypike
Crit (Mortal)
23+3+12
Arkanaut Cutter
Arkanaut Cutter24+4+-1
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
BATTLE PROFILE

Unit Size: 5      Points: 150
MODELBASE SIZE
Bjorgen Thundrik, Khazgan Drakkskewer and Dead-Eye Lund32mm
Garodd Alensen and Enrik Ironhail25mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Bjorgen Thundrik (armed with an Aethermatic Anatomiser and an Arkanaut Cutter)
  • Khazgan Drakkskewer (armed with Aethermatic Firearms and a Skypike)
  • Dead-Eye Lund (armed with Aethermatic Firearms and an Arkanaut Cutter)
  • Enrik Ironhail (armed with Aethermatic Firearms and an Arkanaut Cutter)
  • Garodd Alensen (armed with Aethermatic Firearms and an Arkanaut Cutter)

Your Shooting Phase
AETHERMATIC ANATOMISER: Thundrik harnesses the power of his Aethermatic Anatomiser to obscure the loot so they can safely recover the plunder beneath the noses of their enemies.

Declare: If this unit’s Bjorgen Thundrik is on the battlefield, pick an objective within 12" of this unit to be the target.

Effect: Roll a dice. On a 3+:
  • If the target is controlled by either player, that player loses control of that objective.
  • The target cannot be contested until the start of your next turn.

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

War Machine


KHARADRON OVERLORDS WARSCROLL
Arkanaut Frigate
10"
14
2+
5
The unmistakable profile of an Arkanaut Frigate set against the sky is a sight greatly feared by the Kharadron’s many enemies, who know all too well the devastating firepower these airships possess and the fighting spirit of the privateers they carry into battle.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Frigate
RANGED WEAPONS
RngAtkHitWndRndDmg
Heavy Sky Ordnance
Heavy Sky Ordnance24"44+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons84+4+-1
BATTLE PROFILE

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

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

Passive
TRANSPORT CAPACITY
Effect: This unit can transport up to 2 friendly KHARADRON OVERLORDS INFANTRY units with a combined model count of up to 12 (see Battle Traits).

Your Charge Phase
ASSAULT BOAT: The Frigate is designed to deliver warriors directly into the fray.

Declare: This unit cannot use this ability if it is in combat or has used a RUN or RETREAT ability this turn. Pick a number of units up to its Transport Capacity that are wholly within 6" of it, that are not in combat and that have not charged this turn to be the targets. Then, make a charge roll of 2D6.

Effect: This unit can move a distance up to the value of the charge roll and must end the move within ½" of a visible enemy unit. If it does so:
  • Remove the targets from the battleeld and set them up again wholly within this unit’s combat range. The targets can be set up in combat.
  • This unit and the targets have charged, and the targets cannot use another Core ability this phase.
  • Pick up to 1 of the targets to have STRIKE-FIRST for the rest of the turn.
KEYWORDSCORE, CHARGE, MOVE

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

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

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

Your Movement Phase
MEDIUM BOMB RACKS: This skyvessel carries a variety of bombs that can be dropped onto the battlefield.

Declare: Pick an enemy unit that does not have <KY>FLY</KY> and that this unit passed across this phase to be the target.

Effect: Roll 6 dice. For each 4+, inflict 1 mortal damage on the target.

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


KHARADRON OVERLORDS WARSCROLL
Arkanaut Ironclad
10"
18
2+
5
Amongst the heaviest Kharadron ships of the line, the redoubtable Ironclads provide a floating fortress at the heart of any airfleet, bombarding their targets from afar with explosive shells and armour-piercing torpedoes.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Ironclad
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershock Torpedoes
Aethershock Torpedoes18"64+3+12
Great Sky Ordnance
Great Sky Ordnance24"64+2+23
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons84+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 450
Base size: 170 × 105mm
Can be reinforced: No

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

Passive
TRANSPORT CAPACITY
Effect: This unit can transport up to 3 friendly KHARADRON OVERLORDS INFANTRY units with a combined model count of up to 22 (see Battle Traits).

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

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

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

Your Movement Phase
HEAVY BOMB RACKS: This skyvessel carries a variety of bombs that can be dropped onto the battlefield.

Declare: Pick an enemy unit that does not have <KY>FLY</KY> and that this unit passed across this phase to be the target.

Effect: Roll 10 dice. For each 4+, inflict 1 mortal damage on the target.

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


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

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

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

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

Declare: If this unit is a Nullifier Auto-Endrin and is in combat with any enemy MANIFESTATIONS, pick each enemy MANIFESTATION in combat with it to be the targets.

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

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

Declare: If this unit is a Stuncloud Auto-Endrin and is in combat, pick each enemy unit in combat with it to be the targets.

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

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

Declare: If this unit is a Grudgeblast Auto-Endrin and is in combat, pick each enemy unit in combat with it to be the targets.

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

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


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

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

Passive
TRANSPORT CAPACITY
Effect: This unit can transport 1 friendly KHARADRON OVERLORDS INFANTRY unit with a model count of up to 5 (see Battle Traits).

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

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

Your Movement Phase
LIGHT BOMB RACKS: This skyvessel carries a variety of bombs that can be dropped onto the battlefield.

Declare: Pick an enemy unit that does not have <KY>FLY</KY> and that this unit passed across this phase to be the target.

Effect: Roll 4 dice. For each 4+, inflict 1 mortal damage on the target.

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

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

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

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


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

Unit Size: 1      Points: 170
Base size: 105 × 70mm
Can be reinforced: Yes
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.
This unit can be reinforced even though it has a minimum unit size of 1.

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

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

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

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

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

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

Faction Terrain


KHARADRON OVERLORDS WARSCROLL
Zontari Endrin Dock
-
10
3+
-
A cutting-edge innovation from the finest endrineering minds in the sky-empire, the Zontari Endrin Dock is designed to allow the Kharadron to defend their most precious assets. It deploys aether-powered auto-endrins that seek out enemy formations before detonating or deploying anti-magic measures.
KHARADRON OVERLORDS WARSCROLL
Zontari Endrin Dock
BATTLE PROFILE

Unit Size: 1      Points: 20
Base size: 80mm
Can be reinforced: No

Deployment Phase
RELEASE THE AUTO-ENDRINS: Automated defence drones spill from the dock like wasps from a nest.

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

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

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

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

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

Declare: Pick a friendly Auto-Endrin or replacement Auto-Endrin that has been removed from the battlefield to be the target.

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

KEYWORDS
FACTION TERRAIN, FLY
ORDER, KHARADRON OVERLORDS

Regiment of Renown


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

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

BATTLE PROFILE

Points: 300

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

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

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

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


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

BATTLE PROFILE

Points: 450

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

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

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

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

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


REGIMENT OF RENOWN
Cogfort Raiders
The Conqueror Cogfort’s fire-spewing power and ability to transport a hold full of soldiers into battle makes it well suited for parties of raiders and pillagers. Rumours spread of these titans roaming the realms, their crews searching for plunder. Many of them are said to have fallen into the clutches of humanity’s foes.

CITIES OF SIGMAR WARSCROLL
Outlaw Conqueror Cogfort
6"
25
3+
10
The Conqueror Cogfort exchanges a conventional main gun for a realmscorcher flame cannon: a truly terrifying weapon that swathes the battlefield in sheets of flesh- melting fire. Outfitted with an underbelly transport cage, the Conqueror is typically used in an assault role, delivering troops right into the heart of the enemy’s battleline.
CITIES OF SIGMAR WARSCROLL
Outlaw Conqueror Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Realmscorcher Flame Cannon [Anti-INFANTRY (+1 Rend)]
Realmscorcher Flame Cannon
Anti-INFANTRY (+1 Rend)
18"6D62+4+11
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Deployment Phase
EVERYONE ABOARD!: The outlaw Cogfort can be used to transport anyone on foot, be they human, orruk, gheist or ghoul.

Declare: Pick up to 1 friendly INFANTRY HERO and up to 1 friendly non-reinforced, non-HERO INFANTRy unit that have not been deployed.

Effect: Set up those units in reserve as this unit’s passengers. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle, Any Charge Phase
THIS IS YOUR STOP, MAGGOTS!: The ramp slams down and the forces of disorder race forward, eager to spill blood on behalf on whoever may be watching.

Declare: Pick this unit’s passengers to be the targets.

Effect: Set up each target wholly within 6" of this unit and more than 9" from all enemy units. In addition, the targets’ melee weapons have Charge (+1 Damage) for the rest of the turn.

KEYWORDS
HERO, WAR MACHINE
ORDER


REGIMENT OF RENOWN
Dawnrider Lance
When the need is great, a Vanari Lord Regent may lead a squadron of Dawnriders to aid the efforts of the Lumineth’s allies. Since the Reinvention, the aelves of Hysh have come to understand that no matter their people’s great power, the realms would have been entirely consumed by Chaos if not for the efforts of other civilisations. Therefore, when the hour is dire, they will ride out to tip the scales in Order’s favour.
REGIMENT OF RENOWN
Dawnrider Lance

BATTLE PROFILE

Points: 260

Once Per Turn (Army), Any Charge Phase
BLINDING CHARGE: As they bear down on the foe with great swiftness, the aetherquartz in the Dawnriders’ armour reacts, causing it to blaze with a fierce radiance that makes their enemies flinch at a critical moment.

Declare: Pick a unit in this Regiment of Renown that charged this turn. Then, pick an enemy INFANTRY unit within 1" of that unit to be the target.

Effect: For the rest of the turn, ignore positive modifiers to save rolls for the target.

Passive
MASTERS OF ALL TERRAIN: These Dawnriders have been dispatched on multiple missions throughout the realms. Consequently, their steeds have become accustomed to traversing all kinds of terrain, be it scree, sand or swamp.

Effect: Ignore negative modifiers to run rolls and charge rolls for units in this Regiment of Renown and to their Move characteristic.


REGIMENT OF RENOWN
Elthwin’s Thorns
The soulpod grove in which Elthwin’s lamentiri was incubated was ransacked by ghouls and touched by maddening energies. Over time, the spirit-song that naturally envelops her fellow Sylvaneth has become torturously faint to Elthwin, and it is only the Arch-Revenant’s strength of will that has staved off insanity.
REGIMENT OF RENOWN
Elthwin’s Thorns
INCLUSION

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

BATTLE PROFILE

Points: 220

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

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

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

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

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


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

BATTLE PROFILE

Points: 470

Once Per Turn (Army), Any Combat Phase
COLLECT THE TITHE: Nothing may halt the tithe-harvest.

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

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

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

Declare: Pick the Mortisan Ossifector in this Regiment of Renown to cast this spell, then:
  • Pick a friendly unit, excluding units in this Regiment of Renown, to be the target.
  • Pick a unit in this Regiment of Renown to be the recipient.
The target and the recipient must be wholly within 12" of and visible to the caster. Then, make a casting roll of 2D6.

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

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

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

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


REGIMENT OF RENOWN
Heroes of The Jade Abbey
Renowned for defeating the plague daemon Gelgus Pust, thwarting his plans to befoul the life-giving waters of the Everspring and ultimately banishing evil from the Jade Abbey, these legendary heroes are welcomed with open arms into the forces of Order.
REGIMENT OF RENOWN
Heroes of The Jade Abbey
ORGANISATION
  • 0-1 Edmark Valoran the Manticore Knight
  • 0-1 Bren Tylis the Renegade Saint
  • 0-1 Inara Sion the Cleansing Blade
  • 0-1 Drolf Ironhead the Grizzled Explorer
  • 0-1 Kelthannor the Forest Prince
  • 0-1 Jacobus Vyne the Jade Wizard
  • 0-1 Drasher Vorn the Rampaging Beast

This Regiment of Renown is built during army composition. You must include at least 1 of the units opposite in this regiment and can include 1 of each of them. Add together the points values of each unit you include in this regiment to determine its points cost.

UnitPoints
Edmark Valoran, the Manticore Knight+110
Bren Tylis, the Renegade Saint+120
Inara Sion, the Cleansing Blade+120
Drolf Ironhead, the Grizzled Explorer+100
Kelthannor, the Forest Prince+150
Jacobus Vyne, the Jade Wizard+130
Drasher Vorn, the Rampaging Beast+150


Passive
STRONGER TOGETHER: Fighting shoulder to shoulder, the saviours of the Jade Abbey are nigh unstoppable.

Effect: While each unit in this Regiment of Renown is wholly within 6" of each other unit in this Regiment of Renown, add 1 to the Attacks characteristic of melee weapons used by units in this Regiment of Renown.

Once Per Turn (Army), End of Any Turn
WATERS OF THE EVERSPRING: A single drop from the shimmering depths of the Everspring can cure sickness and heal suppurating wounds.

Effect: Heal (1) each unit in this Regiment of Renown.


REGIMENT OF RENOWN
Khinerai Death Flight
When a Khinerai Death Flight strikes from on high, the air is filled with lethal missiles and the shrieking battle-cries of Morathi’s airborne killers. These swift-moving aerial hunters are dispatched to track down the enemies of the Khainite cult, and they will pursue them deep into enemy territory if necessary.
REGIMENT OF RENOWN
Khinerai Death Flight
INCLUSION

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

BATTLE PROFILE

Points: 240

Passive
FIERCE COMPETITION: These Scáthborn are amongst the most cut-throat of their kind, endlessly seeking to outdo their peers as they compete for the attention of their murderous deity.

Effect: Each time a unit in this Regiment of Renown uses an ability and any enemy models were slain by that ability, after that ability has been resolved, the unit that used that ability is pre-eminent and the other unit in this Regiment of Renown is overlooked.

Weapons used by an overlooked unit in this Regiment of Renown have Crit (Auto-wound).


REGIMENT OF RENOWN
Mask of the Deceiver
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.

DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
5"
6
5+
2
5+
The Changeling adopts one of its manifold masks to infiltrate the enemy ranks, spreading confusion and dismay whilst ensuring that the Change God’s schemes come to pass.
DISCIPLES OF TZEENTCH WARSCROLL
Mask of The Deceiver
MELEE WEAPONS
AtkHitWndRndDmg
The Trickster’s Staff
The Trickster’s Staff33+3+1D3
Deployment Phase
MASKED IN PLAIN SIGHT: Few can see through the Changeling’s disguise.

Declare: This unit must be deployed using this ability.

Effect: Set up this unit in reserve incognito. It has now been deployed.

Friendly incognito units are destroyed at the end of the fifth battle round and not at the start of the fourth battle round
KEYWORDSDEPLOY

Any Hero Phase
BAIT AND SWITCH: The Changeling swaps places with a temporary ally

Declare: This unit can use this ability if it is incognito. Pick this unit and a friendly INFANTRY HERO to be the targets. One target must be incognito and the other must be on the battlefield.

Effect: Set up the incognito target wholly within 6" of the other target and not in combat. Then, remove the other target from the battlefield and set it up in reserve incognito.

If this unit is destroyed, before removing it from play, set up the friendly incognito unit wholly within 6" of a battlefield edge and not in combat.

Your Hero Phase
6
FORCEFUL COMMAND: The Changeling imbues its orders with compelling enchantments so that none can disobey.

Declare: Pick a visible friendly unit wholly within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn:
  • The target cannot use MOVE abilities.
  • The target’s melee weapons have Anti-charge (+1 Rend).
KEYWORDSSPELL

KEYWORDS
UNIQUE, HERO, WIZARD (2), INFANTRY, WARD (5+)
CHAOS, DISCIPLES OF TZEENTCH, DAEMON


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

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

BATTLE PROFILE

Points: 270

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

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

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

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

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

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


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

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

BATTLE PROFILE

Points: 330

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

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

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

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

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


REGIMENT OF RENOWN
Reinholt’s Sharpshooters
Reinholt is a ruthless commander who encourages his soldiers to compete with one another over who can shoot down the most foes. His trusted ogor Brulogg ensures the friendly rivalry does not get out of hand.
REGIMENT OF RENOWN
Reinholt’s Sharpshooters

BATTLE PROFILE

Points: 400

Passive
FRIENDLY COMPETITION: When one of the company claims a kill, the others redouble their efforts to even the score.

Effect: Add 1 to hit rolls for shooting attacks made by non-HERO units in this Regiment of Renown if any enemy models were slain by shooting attacks made by non-HERO units in this Regiment of Renown in the same turn.

Passive
CASTLE UP!: Reinholt’s warriors retain their training in spite of their years as a mercenary group.

Effect: While a non-HERO unit in this Regiment of Renown is within the combat range of and visible to this Regiment of Renown’s HERO, those units are under orders.


REGIMENT OF RENOWN
Rogue Engine
There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators.

CITIES OF SIGMAR WARSCROLL
Outlaw Cannonade Cogfort
6"
25
3+
10
There are many reasons why a Castellan-Captain might turn their cloak and embrace a sellsword’s career. Some are fugitives or criminals, while others seek fortune and glory outside the restrictions of the Sigmarite military. Some Cogforts are even commandeered by enterprising enemies and turned against their creators.
CITIES OF SIGMAR WARSCROLL
Outlaw Cannonade Cogfort
RANGED WEAPONS
RngAtkHitWndRndDmg
Godbreaker Cannon
Godbreaker Cannon24"44+2+24
Breacher Cannon [Anti-INFANTRY (+1 Rend)]
Breacher Cannon
Anti-INFANTRY (+1 Rend)
12"63+3+12
Crew’s Leadshotters [Shoot in Combat]
Crew’s Leadshotters
Shoot in Combat
12"64+3+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Crushing Iron Feet [Companion]
Crushing Iron Feet
Companion
44+2+24
Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points:
  • The Attacks characteristic of its Crushing Iron Feet is 3.
  • It has a Control characteristic of 5.

Your Hero Phase
MERCENARY ATTITUDES: How allies interact with outlaw Cogforts varies. Feral enthusiasts may enter a frenzy or rush ahead of the war machine, eager not to lose a meal or an opportunity to get their divine patron’s attention. Others may use it as a protective shelter or draw strength and courage from its presence.

Declare: Pick another friendly non-UNIQUE unit wholly within 12" of this unit to be the target.

Effect: Pick 1 of the following effects to apply until the start of your next turn and while the target is wholly within 12" of this unit:
  • You can re-roll run rolls for the target.
  • Add 1 to charge rolls for the target.
  • The target cannot be targeted by shooting attacks.
  • Add 1 to wound rolls for the target’s combat attacks.
  • Add 10 to the target’s control score.

KEYWORDS
HERO, WAR MACHINE
ORDER


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

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

BATTLE PROFILE

Points: 290

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

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

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

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

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


REGIMENT OF RENOWN
Sigil Convocation
Some Scinari Calligraves embark on the path of the wanderer, not content to restrict their efforts at healing the lands to Hysh. These aelves have mastered the art of magical coalescence, giving a degree of permanence to their spells, which they utilise to aid the allies of the Lumineth in other realms. The assemblages of magic summoned and shepherded by these roaming mage-scribes are known as Sigil Convocations.
REGIMENT OF RENOWN
Sigil Convocation
INCLUSION

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

Designer’s Note: Including this Regiment of Renown in your army does not stop you from being able to pick a manifestation lore for your army


BATTLE PROFILE

Points: 130

Your Hero Phase
6
CYCLE MANIFESTATION: With a deft gesture, the caster dismisses one manifestation and uses its power to summon another.

Declare: Pick the Scinari Calligrave in this Regiment of Renown to cast this spell, pick 1 of the friendly MANIFESTATIONS below that is not on the battlefield, then make a casting roll of 2D6.

Effect: If there is already a friendly MANIFESTATION from the list above on the battlefield, it is immediately banished and removed from play. Then, set up the MANIFESTATION you picked within 1" of the caster and visible to them. If that MANIFESTATION is a Sanctum of Amyntok, it must instead be set up wholly within 12" of the caster, more than 3" from all enemy units, and with its 3 parts touching each other so that they form a ring.
KEYWORDSSUMMON, SPELL

Reaction: Opponent declared a SPELL ability
SWIFT ERASURE: With a dismissive flourish, the Calligrave nullifies the inelegantly wrought spells of the foe.

Effect: Roll a dice for each friendly unit that was picked to be a target of that SPELL ability and that is wholly within 12" of the Scinari Calligrave in this Regiment of Renown. On a 4+, that SPELL ability has no effect on that unit.

Once Per Turn, Your Movement Phase
ARCANE TAXONOMY: The Convocation’s master is never found far from the objects of their magical studies, compelled to take notes and record observations even as battle rages around them.

Effect: Remove the Scinari Calligrave in this Regiment of Renown from the battlefield and set it up again on the battlefield wholly within 3" of a friendly MANIFESTATION and more than 7" from all enemy units.


REGIMENT OF RENOWN
The Crimson Lash
One of the most famous gladiatorial troupes to tour the Khainite fighting pits, the Crimson Lash hire themselves out as mercenaries to those who can offer them a worthy fight. They take their foes apart with cruel pleasure, causing even their allies to look upon them with a mix of awe and fear.
REGIMENT OF RENOWN
The Crimson Lash
INCLUSION

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

BATTLE PROFILE

Points: 220

Once Per Battle (Army), Deployment Phase
SITE OF SLAUGHTER: The Crimson Lash choose the location of their gladiatorial bloodletting carefully, selecting sites from which their enemies will not easily escape.

Effect: Pick an objective wholly outside friendly territory. That objective is considered by you to be the amphitheatre.

Passive
FINISHING MOVES: The Crimson Lash cavort about their chosen arena with effortless grace, avoiding enemy blows and responding with elaborately deadly strikes.

Effect: While each model in a unit in this Regiment of Renown is contesting the amphitheatre:
  • That unit’s melee weapons have Crit (Mortal).
  • If you control the amphitheatre, if the unmodified hit roll or wound roll for an attack that targets that unit is a 1-4, the attack fails and the attack sequence ends.


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

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

BATTLE PROFILE

Points: 500

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

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

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

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


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

BATTLE PROFILE

Points: 300

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

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


REGIMENT OF RENOWN
Urrgar’s Maulerguts
The Maulerguts are feared from the Ghurish savannahs to the baking Aqshian deserts. Formed by the chieftain Urrgar – rumoured to be an offspring of Morga the Mighty, albeit with no sense of filial duty – and his own two spawn, these dogs of war ride for wealth, meat and praise, and they will fight for any paymaster who can provide.
REGIMENT OF RENOWN
Urrgar’s Maulerguts

BATTLE PROFILE

Points: 600

Once Per Battle (Army), Deployment Phase
WE’LL BE THERE - IF THE PAY’S RIGHT: The Maulerguts arrive to battle in their own time – but no paymaster has ever been able to fault their savage efficacy…

Declare: Pick each unit in this Regiment of Renown to be the targets if none of them have been deployed.

Effect: Set up the targets in reserve preparing a flank attack. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle (Army), Your Movement Phase
THE HORNS HIT HOME: Urrgar’s favourite tactic is to wait for the moment in battle when the arrival of his Maulerguts can have the bloodiest and most impressive impact.

Declare: Pick each friendly unit that is preparing a flank attack to be the targets.

Effect: Set up the targets on the battlefield, wholly within 6" of each other, wholly within 9" of a battlefield edge and more than 9" from all enemy units.


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

BATTLE PROFILE

Points: 350

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

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


REGIMENT OF RENOWN
Ven Denst’s Hounds
The Ven Densts travel far and wide in their pursuit of rogue manifestations, banishing these blights wherever they are uncovered. A formidable band of grizzled Wildercorps killers aids them in this duty.
REGIMENT OF RENOWN
Ven Denst’s Hounds

BATTLE PROFILE

Points: 230

Passive
SPELL HUNTERS: Having enlisted local Wildercorpsmen to aid them in hunting down and destroying rogue manifestations in the local area, the Ven Densts ensure they are armed for the task.

Effect: While both units in this Regiment of Renown are within each other’s combat range, enemy MANIFESTATIONS cannot be set up within 12" of either of those units.


REGIMENT OF RENOWN
Fjori’s Flamebearers
The duardin of Fjori’s Flamebearers are the last survivors of many magmaholds that once stood in the Adamantine Chain, now overrun by troggoths and Skaven. Fjori has galvanised them to search for new purpose – and like true sons of Grimnir they will take on any challenge, no matter how monstrous.
REGIMENT OF RENOWN
Fjori’s Flamebearers
INCLUSION

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

BATTLE PROFILE

Points: 420

Passive
TOE TO TOE: The duardin who follow Fjori into battle do not back down from any foe, no matter the size.

Effect: Subtract 10 from the control scores of enemy MONSTERS while they are in combat with any units in this Regiment of Renown.

Passive
GRIMNIR’S DEFIANCE: For these vengeful Fyreslayers, the bigger the enemy, the better.

Effect: Units in this Regiment of Renown cannot be picked to be the target of RAMPAGE abilities used by enemy units.


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

BATTLE PROFILE

Points: 320


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

Effect: 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 turn.

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

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

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


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

BATTLE PROFILE

Points: 180

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

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

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

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

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


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

BATTLE PROFILE

Points: 140

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

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

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

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

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

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

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

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

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


REGIMENT OF RENOWN
The Blacktalons
From scions of the Dark Gods to marauding orruk warlords, threats to Sigmar’s people lurk in every corner of the realms. It is Neave Blacktalon, the God-King’s foremost assassin, who must put down these fell champions. Neave travels upon winds of magic during battle to unleash storms of never-ending axe blows. With her come the Blacktalons, tightly knit companions and warriors of deadly renown all.
REGIMENT OF RENOWN
The Blacktalons

BATTLE PROFILE

Points: 320

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

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

Effect: The target can use 2 FIGHT abilities this phase. Each time it does so, if it is in combat with an enemy HERO, all of its attacks must target an enemy HERO. In addition, after the first FIGHT ability is used, the target has STRIKE-LAST for the rest of the turn.

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

The WAR MACHINE keyword is used in the following Kharadron Overlords warscrolls:

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

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

© Vyacheslav Maltsev 2013-2026