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kharadron overlords aos 4e
kharadron overlords aos 4e
kharadron overlords aos 4e
KHARADRON
OVERLORDS
BATTLE TRAITS
Kharadron Overlords armies can use the following abilities:
Once Per Battle, Deployment Phase Reaction: You declared a non- Charge
FLYING HIGH: Often one skyvessel will Move ability for a friendly Skyvessel
hold back high above the battlefield, only TRANSPORT SKYFARERS: The
to descend and deploy additional troops Kharadron rule the skies of the realms
where and when they are most needed. with fleets of fearsome airships crewed by
hardened duardin.
Declare: Pick a friendly Skyvessel that
is part of a regiment from which no units Used By: The Skyvessel using that
have been deployed, then pick a number Move ability.
of units up to its Transport Capacity (see
Effect: Pick a number of units up to that
its warscroll) that are in its regiment.
Skyvessel’s Transport Capacity (see its
Effect: Set up all of those units in warscroll) that are wholly within 6" of
reserve in the clouds. They have now it to be the targets. Units that have been
been deployed. transported this turn cannot be targets.
Keywords Deploy
Remove the targets from the battlefield.
After the Skyvessel ends its move,
Your Movement Phase you must set up each target unit on
DESCEND FROM THE CLOUDS: As a the battlefield, wholly within 6" of that
skyvessel swoops down to the battlefield, Skyvessel and not in combat. Those
its Kharadron passengers scramble to units have been transported. A unit
disembark and storm the battlefield. cannot use Charge abilities if it was
transported in the same turn.
Declare: Pick a friendly Skyvessel in
the clouds to use this ability.
Passive
Effect: Set up that Skyvessel anywhere SKY VESSEL COVER: With a mighty
on the battlefield more than 9" from all skyvessel floating above providing covering
enemy units. Then, set up all other units fire, Kharadron Overlords are much
that were set up in the clouds with that harder to target.
Skyvessel wholly within 6" of it and
more than 9" from all enemy units. Effect: Subtract 1 from hit rolls for
shooting attacks that target friendly
Kharadron Overlords Infantry
units while they are wholly within 6"
of a friendly Arkanaut Ironclad or
Arkanaut Frigate.
July 2024
BATTLE FORMATIONS
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.
IRON SKY AETHER-RUNNERS
ATTACK SQUADRON
Passive Passive
METICULOUSLY MAINTAINED: FASTEST VESSELS IN THE FLEET:
Iron Sky Attack Squadrons make up the The expert navigators of the Aether-
main fighting force of each sky-port; no runners can outmanoeuvre any enemy
expense is spared in their upkeep, in the that challenges their mastery of the skies.
anticipation that they will bear the brunt
of the enemy’s attacks. Effect: Add 2" to the Move characteristic
of all friendly Skyvessels.
Effect: Ignore the first damage point
that would be allocated to each friendly
Skyvessel in each phase.
July 2024
HEROIC TRAITS
LORDS OF THE SKY-FLEETS (Hero only)
Passive Deployment Phase
ENDRINMAESTRO: This leader’s GRUDGEBEARER: This leader never
knowledge of the intricacies of Kharadron forgets a slight, biding their time until they
firearms design is unrivalled. can take revenge.
Effect: Add 2" to the Range characteristic Declare: Pick an enemy unit to be
of ranged weapons used by friendly the target.
Kharadron Overlords Infantry
units while they are wholly within 12" of Effect: Double the Damage characteristic
this unit. of this unit’s weapons for attacks that
target that enemy unit for the rest of
the battle.
Passive
CUNNING FLEETMASTER: This wily
skyfarer never does what the enemy expects.
Effect: Each time a friendly Skyvessel
wholly within 12" of this unit uses the
‘Redeploy’ command, roll 2 dice and use
the highest result when determining the
distance that unit can move.
July 2024
ARTEFACTS OF POWER
INVENTIONS OF THE SKY-PORTS (Hero only)
Once Per Battle, Any Shooting or Once Per Battle, Your Shooting Phase
Combat Phase CELESTIUM BURST-GRENADE:
BLAZEBEARD AND SONS ‘DRAKK- Typically used by the Grundstok ‘black
HOBBLER’ MAG-BOLAS: This patented marines’, this specialised anti-ethereal
device can entwine monstrous foes, weapon can nullify magical wards.
impeding their advance to allow more
firepower to be brought to bear upon them. Declare: Pick an enemy unit within 12" of
this unit to be the target.
Declare: Pick an enemy Monster within
12" of this unit to be the target. Effect: Ward rolls cannot be made for the
target for the rest of the turn.
Effect: Until the start of your next turn,
subtract 1 from the number of dice rolled Once Per Battle, Reaction: Opponent
when making charge rolls for the target, declared a Spell ability for a Wizard
to a minimum of 1. within 30" of this unit
VOIDSTONE ORB: This small,
unassuming black globe contains the
power to disrupt enemy spells.
Effect: That spell is unbound.
July 2024
July 2024
MOV E
8 3+ BROKK GRUNGSSON
S AV E
HE
CO
2 LORD-MAGNATE OF BARAK-NAR
N T ROL
MOV E
8 3+ ENDRINMASTER
S AV E
HE
CO
2 WITH DIRIGIBLE SUIT
N T ROL
MOV E
ARKANAUT
A LT H
6 3+
S AV E
ADMIRAL
HE
CO
2
N T ROL
Hero, Infantry
KEYWORDS
Order, Kharadron Overlords, Duardin, Skyfarer
July 2024
MOV E
AETHERIC
A LT H
5 3+
S AV E
NAVIGATOR
HE
CO
2
N T ROL
Hero, Infantry
KEYWORDS
Order, Kharadron Overlords, Duardin, Skyfarer
July 2024
MOV E
6 3+
S AV E
DREKKI FLYNT
HE
CO
2
N T ROL
MOV E
6 3+ ENDRINMASTER
S AV E
HE
CO
2 WITH ENDRINHARNESS
N T ROL
Once Per Turn (Army), Your Hero Phase Your Hero Phase
‘AYE AYE, CAPTAIN!’: Under orders ENDRINMASTER: Endrinmasters are
of the ship’s Captain, the Endrinmaster unsurpassed at keeping the skyvessels in a
attempts to squeeze every bit of power out fleet battleworthy.
of a vessel’s endrin.
Declare: Pick a friendly Skyvessel
Declare: Pick a friendly Skyvessel within this unit’s combat range to be
within this unit’s combat range to be the target.
the target.
Effect: Roll a dice. On a 2+, Heal (3)
Effect: Roll a dice. On a 2+, for the rest of the target.
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.
Hero, Infantry
KEYWORDS
Order, Kharadron Overlords, Duardin, Skyfarer
July 2024
MOV E
5 3+
S AV E
CODEWRIGHT
HE
CO
2
N T ROL
Hero, Infantry
KEYWORDS
Order, Kharadron Overlords, Duardin, Skyfarer
July 2024
MOV E
5 4+
S AV E
AETHER-KHEMIST
HE
CO
2
N T ROL
Hero, Infantry
KEYWORDS
Order, Kharadron Overlords, Duardin, Skyfarer
July 2024
MOV E
ARKANAUT
A LT H
1 4+
S AV E
COMPANY
HE
CO
1
N T ROL
Infantry, Champion
KEYWORDS
Order, Kharadron Overlords, Duardin, Skyfarer
July 2024
MOV E
2 4+
S AV E
ENDRINRIGGERS
HE
CO
1
N T ROL
MOV E
2 4+
S AV E
SKYWARDENS
HE
CO
1
N T ROL
MOV E
GRUNDSTOK
A LT H
2 3+
S AV E
THUNDERERS
HE
CO
1
N T ROL
MOV E
ARKANAUT
A LT H
20 3+
S AV E
IRONCLAD
HE
CO
5
N T ROL
MOV E
15 3+ ARKANAUT FRIGATE
S AV E
HE
CO
5
N T ROL
MOV E
GRUNDSTOK
A LT H
10 3+
S AV E
GUNHAULER
HE
CO
2
N T ROL
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 Arkanaut with Light Skyhook
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.
Once Per Battle, Reaction: You declared a Charge Once Per Battle, Your Hero Phase
Oncefor
ability Per Battle,
a unit Reaction:
wholly withinYou
12"declared a Charge
of your general Once Per Battle, Your Hero Phase
ability for a unit wholly within 12" of your general LEAVE NO DUARDIN BEHIND: With a
THERE’S NO REWARD WITHOUT RISK: LEAVE NO DUARDIN
rousing speech, the AdmiralBEHIND: Withand
rallies his crew a steels
THERE’S NO REWARD
Under the command WITHOUT
of their Admiral, RISK:
the crew close rousing speech, the Admiral rallies his crew and steels
their resolve.
Under the command
in on their of their
prize without Admiral,hesitation.
a moment’s the crew close their resolve.
in on their prize without a moment’s hesitation. Declare: Pick a friendly Arkanaut Company unit
Effect: You can re-roll the charge roll for that Declare:
wholly Pick a12"
within of yourArkanaut
friendly Company
general and unitfor
roll a dice
Effect:
Charge You can re-roll the charge roll for that
ability. wholly within
each slain model12"from
of your
thatgeneral
unit. and roll a dice for
Charge ability. each slain model from that unit.
Effect: For each 4+, you can return 1 slain model to
Effect: For each 4+, you can return 1 slain model to
that unit.
that unit.
MOVE
• SPEARHEAD WARSCROLL •
4"
ARKANAUT ADMIRAL
HEALTH
6 3+
SAVE
2 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL
Masterwork Volley Pistol 10" 3 3+ 3+ 1 2 Shoot in Combat
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Arkanaut Admirals are the Skalfhammer 3 3+ 2+ 1 3 -
cream of the sky-ports’ officer
class, intrepid leaders and
battle-hardened veterans of a Your Hero Phase
thousand aerial engagements ALWAYS TAKE WHAT YOU ARE OWED:
whose booming commands Following the decrees of the Code, the Admiral directs
inspire their crew to mighty
deeds in the search for profit.
their fleet in the pursuit of profit and glory.
Armed with an ornately crafted Declare: Pick a friendly Arkanaut Company unit
volley pistol and a massive,
aether-powered skalfhammer,
wholly within 12" of this unit to be the target.
they lead by example, crushing Effect: Add D6 to the target’s control score until the
skulls and blasting smoking
start of your next turn.
craters in any foes that stand
between them and their
next big score.
2 4+
SAVE
1 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL
Vulcaniser Pistol 10" 3 3+ 3+ 1 1 Shoot in Combat
Aethermatic Volley Gun 15" 2D6 4+ 4+ - 1 -
Skywardens are elite formations MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
of Arkanaut warriors whose
duty is to safeguard their sky- Skypike 2 3+ 3+ 1 2 Crit (Mortal)
fleet’s vessels against attack. Gun Butt 1 4+ 5+ - 1 -
Granted the power of flight
by portable aether-endrins, This unit has 2 Skywardens armed with a Vulcaniser Pistol
they soar alongside their metal and Skypike, and 1 Skywarden armed with an Aethermatic
wards, scanning the clouds and Volley Gun and Gun Butt.
the ground below for potential
threats. Should battle be joined,
Skywardens will swoop from End of Any Turn
on high to skewer enemies upon TIMED CHARGES: Skywardens are practised at
long-hafted skypikes or hover striking hard and then retreating quickly amidst timed
at short range to incinerate
them with vulcaniser pistols.
explosions to cause massive damage.
Whenever the enemy gather Declare: Pick an enemy unit in combat with this unit to
close, they withdraw to fight
be the target, then roll a dice.
anew, leaving behind floating
mines that detonate to cover Effect: On a 2+, inflict 1 mortal damage on the target,
their escape. and this unit can immediately use the ‘Retreat’ ability
without any mortal damage being inflicted on it.
1 4+
SAVE
1 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL
Privateer Pistol 10" 2 4+ 4+ - 1 Shoot in Combat
Aethermatic Volley Gun 15" 2D6 4+ 4+ - 1 -
The backbone of the Kharadron Light Skyhook 15" 1 4+ 3+ 2 D3 -
airfleets are the Arkanaut
Companies. These grizzled
MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
privateers crew the sky-ports’ Arkanaut Cutter 2 4+ 4+ - 1 -
vessels and are armed with Gun Butt 1 4+ 5+ - 1 -
a variety of aether-powered
firearms and deck tools with Skypike 2 3+ 3+ 1 2 Crit (Mortal)
which to repel boarders or take
the fight to the enemy. Eager to One unit has 4 Arkanauts armed
Passive
earn an officer’s commission, with a Privateer Pistol and Arkanaut
Arkanauts compete to outdo Cutter, and 1 Arkanaut armed with GLORY-SEEKERS: All of the
each other with acts of reckless a Skypike. warriors that make up an Arkanaut
bravado, risking everything to Company are eager to win
secure glory – and thus earn a The other unit has 3 Arkanauts armed recognition for daring deeds.
better share of the profits. with a Privateer Pistol and Arkanaut
Cutter, 1 Arkanaut armed with an Effect: Add 1 to hit rolls for attacks
Aethermatic Volley Gun and Gun made by this unit that target a unit
Butt, and 1 Arkanaut armed with a contesting an objective.
Light Skyhook and Gun Butt.
KEYWORDS Infantry
MOVE
• SPEARHEAD WARSCROLL •
12"
ARKANAUT FRIGATE
HEALTH
15 3+
SAVE
5 RANGED WEAPONS Range Attacks Hit Wound Rend Damage Ability
CONTROL Heavy Skyhook 24" 2 4+ 3+ 2 D6 -
Aethershot Carbines 12" 4 3+ 3+ 1 2 Shoot in Combat
The unmistakable profile of an MELEE WEAPONS Attacks Hit Wound Rend Damage Ability
Arkanaut Frigate set against
the sky is a sight greatly
Crew’s Boarding Weapons 8 4+ 4+ - 1 -
feared by the Kharadron’s
enemies, who know all too Passive
well the devastating firepower
these airships possess and BATTLE DAMAGED
the fighting spirit of the sky- Effect: While this unit has 10 or more damage points,
sailors they carry into battle. the Attacks characteristic of its Heavy Skyhook is 1.
As much transport vessels as
weapon platforms, Frigates
launch blistering attack runs Once Per Battle, Your Movement Phase
upon enemy formations with
harpoon-like skyhooks and BOMB RACKS: This skyvessel carries a variety of
expertly deployed munitions bombs that can be dropped onto the battlefield below to
from their bomb racks, before obliterate ground targets.
swooping in low to disgorge
companies of hard-bitten Declare: Pick an enemy unit that this unit passed across
Arkanauts into their midst. this phase to be the target, then roll a dice.
Effect: On a 2+, inflict D3 mortal damage on the target.