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===Behemoths=== A note on garrisons - the rules for garrisoned units are... lacking in detail, but consider the following. According to the core rules, garrisoned models "can attack or be attacked, cast or unbind spells, and use abilities". Notably lacking from this description is if they can be affected by spells or abilities. In particular, certain spells and abilities require you to check how many models in a unit are within a certain range, which is impossible to check with a garrison. RAW therefore seems to indicate they cannot be the target of spells or abilities unless specifically stated - such as the admiral's Repel Boarders! command ability (although even that ability targets the skyvessel rather than the garrison). Possibly to make up for this, several Kharadron abilities state they can't be used by a garrisoned unit. <i>However</i>, the FAQ's say that, unless stated otherwise, all ranges that would normally be measured to and from a model are instead measured to and from the vessel they are garrisoned in, and confirms that the Look Out Sir rule does apply (although note that is a rule, not an ability) - so does this mean that as long as part of the skyvessel is within range then every single garrisoned model also is within range? This seems to be the way it plays at the moment, but it could definitely be clearer. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Frigate-en.pdf Arkanaut Frigate]:''' (Conditional battleline: Barak-Zilfin Army, War Machine, Skyvessel, 220pts) The bulk of any Skyfleet, a basic transport, and gunboat. It can carry up to 15 Duardin, but going over 10 halves its movement, heal one wound each hero phase, and reroll run rolls. Armed with hull-mounted Aethershot Carbines (12"/4/3+/3+/-1/2D). And it can take a heavy weapon on its forecastle, you can choose between a Heavy Skycannon (have a horde killing and monster-slaying option), and Heavy Skyhook (same as Heavy Skycannon's monster-slaying shell except for shorter range, but also add +2 to charges, so your passengers can drive closer and hit them with their swords and then pull back to rapid-fire them). With Sky High, it can relocate 9" from any enemy models and because Garrisoned units can shoot, you can let several contingents of Grundstok Thunderers devastate first turn with their 12+" weapons. Getting into close combat isn't as much of a death sentence as it has been before. It has six 4+/4+/-/1 attacks and it can generate D3 mortal wounds every close combat phase (so twice per round), and now has a shiny 4+ save. Sure, its not a close combat monster but this and the attacks from the crew inside should be enough to survive until your own movement phase, where you can just disengage and start blasting them! **Note that the frigate and Ironclad can only disengage and fly high if they haven't taken too much damage. An Endrinmaster or some Endrinriggers can offset this as they get to fix a skyvessel before it moves, and of course they get a built in heal of one wound a round nowadays too, but don't get cocky, kid. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Ironclad-en.pdf Arkanaut Ironclad]:''' (War Machine, Skyvessel, 480pts) [[Awesome|A flying Baneblade.]] This ship has everything: guns, armour, health, troop capacity, this ship makes the Adeptus Mechanicus shit themselves in envy. Carries up to 25 infantry in its hull, with 16+ models slowing it. Of all the clown cars the Kharadron have, this one is the slowest (only a 10-inch move, degrading with damage), but also the toughest and hardest hitting armed with Torpedoes, Carbines and one of three choices of hull-mounted turret: either the Great Sky Cannon, as above, the Great Skyhook, as above, and the Aethermatic Volley Cannon, essentially a [[Dakka|minigun Cannon]], with 4D6 shots hitting on 3s, wounding the same, and rend -1, a fantastic dakka option. The great skycannon also has its use. Unlike its smaller cousin on the frigate, the one on the Ironclad always hits for 6 damage. 30" range and -2 rend means you can threaten those squishy backfield wizards. GW finally realized that something called "Ironclad" shouldn't die to a stiff breeze and gave it a 3+ save. **This beefy motherfucker can party down with the baddest things the enemy can throw at them, and barely feel a scratch. Mangler Squigs, Slaughterbrutes, Gryphons, Manticores, the Ironclad will kick the shit out of all of them and hardly feel the tickle of their ineffective claws. Hardly any of this monster's combat capability is decreased by taking wounds, and it loses absolutely none of it's artillery firepower, meaning it can sit there firing all 480 points of guns at anything it damn well pleases until it's lost every wound. **The Great Sky Cannon is probably the best overall option as it's the most versatile with two firing modes. The Single-Shot cannonball is useful for popping those tiny, shitty heroes that sit in the backline, and for pretty much everything else, the Grapeshot Mode will mow down opponents. It's notable that the Cannonball has a 30" range, and the grapeshot has 24", so fire away from long distances without fear. **The Great Skyhook does just as much damage as the Sky Cannon's Cannonballs, but has only a 24" range and adds two to charge rolls instead. Most ironclad probably don't care about charging into melee (having pretty mediocre melee attacks) but if you bring the '''Zonbarcorp 'Dealbreaker' Battle Ram''', you can live a truly hilarious meme. -For lolz add a few Endrinmasters for self-healing and mortal wound output and go demon hunting. Then make it even more cancerous by choosing Barak Thryng as your skyport, give one of your heroes onboard the Grudgehammer artifact, and then designate the big baddie in your opponent's army as your Grudge target. ***Another little thing in favour of a Skyhook since this thing can be garrisoned this can be an effective way to get a big squad into combat faster since they can fight from inside the Ironclad, thus turning two separate charge rolls into just one with +2 to charge. Something to consider. **The Great Volley Cannon, though with far less reach at 18" and less damage per shot than other options, is a good (albeit somewhat swingy) armament with the proper support. On 4d6 you're looking at an average of about 14 shots per volley, but this you can almost certainly guarantee those shots with the amount of rare re-roll 1 support that Kharadron gets. Stacking All-Out-Attack/Damned/Vigilor ally support, in combination with using the boat's aether-gold on the Inspired Triumph, and using an Aether-Khemist's Large-Caliber Augmentation triumph, leads to you getting an average of 14 shots at 2+/2+/-1 re-rolling both hits and wounds, in combination with boosting the rest of the weapon profile as well. This can synergize even ''further'' by stacking Barak-Thryng's '''Honour the Gods, Just In Case''' to make every 6 an exploding one versus a grudged target to turn your alpha-strikes up to 11. Assuming, of course, you don't roll 4 attacks on it and do all this work for nothing. ***Additionally, '''The Last Word''' doesn't replace your normal unleash hell, meaning you can potentially have 8d6 volley-gun shots (albeit with 4d6 of them being at -1 to hit) against anything that ''dares'' try and get between a proper Duardin vessel and their gold.
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