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===Great Endrinworks=== One {{AOSKeyword|Skyvessel}} (+1 per Battalion) in your army can be equipped with the following endrinwork: '''Ironclad Major Installations:''' {{AOSKeyword|Arkanaut Ironclad}} only #'''The Last Word:''' When enemy ends charge within 3", it can shoot its main gun at it. This is so fucking good. The main guns on the Ironclad are already its best weapon and letting them shoot for free before the charging unit gets to actually fight makes them seriously scary to approach. #'''Hegssons Solutions 'Old Reliable' Hullplates:''' +2 Wounds. Basic as shit, but making a supertough and easily healable ship have even more health is always good. Plus, nothing crushes the enemy's spirit like 20 wounds on a 3+ save backed up an Endrinmaster or two. #'''Ebullient Buoyancy Aid:''' Ignore Garrison Limits for using Fly High or disengage. Become King of the Clown Cars! Hold truly impressive numbers of Bioshock dwarves and huck them into the meat grinder of war even faster! You probably don't want to have ''this'' many eggs in one ship-shaped basket, but if alpha strikes and the idea of redeploying 800+ points around the battlefield at will sounds fun, go for it. Note: this does not undo the halving of the Ironclad's movement characteristic, so being over-encumbered (currently) still reduces movement. Might also need errata addressing why disengaging was even brought up in the text, because there's nothing in the Flying Transport or Disengage rules that would seem to indicate that you can't disengage if over-encumbered. #'''Prudency Chutes:''' If destroyed, you don't need to roll to see if the passengers die. Impossibly boring, and probably a waste of a Great Endrinwork. Bringing items that only affect minor things when you die is usually not great. Instead, bring something that makes the ship tougher or more dangerous! #*Alternative take - sometimes it's hard to foresee bad stuff happening, and as each model is rolled for individually when a vessel is destroyed, this could potentially save a character or a unit's special weapon from an ignominious death. #'''Magnificent Omniscope:''' +2" Move. Basic as shit again, but on a ship as slow as the Ironclad this is still respectable. #'''Zonbarcorp 'Dealbreaker' Battle Ram:''' Ogre charge. roll dices equal to charge roll, one enemy suffers MWs equal to each 4+. "I charge the Bloodthirster," you say. Your opponent smiles. ''You fool,'' he whispers, ''melee is exactly where I want to be!'' You smile back, "I roll for charge, adding two for my Great Skyhook. That's a total of thirteen, now to roll for impact hits." Your opponent isn't smiling any more. '''Frigates Refittings:''' {{AOSKeyword|Arkanaut Frigate}} only #'''Magnificent Omniscope:''' +2" Move. Still basic as shit, but a little nicer than on the Ironclad as this makes you superfast, rather than turning a mediocre speed into a good one. #'''Prudency Chutes:''' Same as for the Ironclad. Still boring as shit and probably a waste. Just unload your troops before the ship dies, Admiral. #'''Malefic Skymines:''' Once per battle, at start of combat phase, one unit that can Fly within 6" suffers D3 MW on roll of 2-3 or D6 on 4+. I sure hope you fight a lot of flyers that want to charge you! Otherwise this thing's totally worthless. '''Gunhauler Modifications:''' {{AOSKeyword|Grundstok Gunhaulers}} only #'''Iggrind-Kaz Surge-injection Endrin Mk.IV:''' Add +d3" to its normal move, or +2d3" but suffers a MW on doubles. Quite good, honestly. Worth the risk of mortal wounds because of the easy access to healing that the Kharadron have. The question still stands as to whether "rolling doubles" means a normal D6 double (i.e. rolling say two 5's), or a D3 double (i.e. rolling a 5 and a 6 both count as a D3 value of 3, effectively doubling your chance of triggering the mortal wound). This needs to either be errata'ed or addressed in a designer's commentary update. #'''Zonbarcorp 'Debtsettler' Spar Torpedo:''' Once per game, after the first charge move, one enemy within 1" takes D6 MW on a 2+. Deal some mortals on the charge, plus your bombs for some fairly reliable mortal output. As far as once-per-game artifacts go, this is pretty good. #'''Coalbeard's Collapsible Compartments:''' Gunhauler can Garrison 5 models. Better in smaller games to move heroes or get buffed by admirals, or deliver a 5 man Thunderer squad with all special weapon options (giving them +1 to hit) right onto some poor unsuspecting cluster of enemies. Or plop a beefed-up Admiral loaded down with Aether-Gold to spend inside for a nasty melee punch.
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