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==Warscrolls== The common keywords for these warscrolls are: '''ORDER''', '''DUARDIN''', and '''KHARADRON OVERLORDS''' ===Leaders=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Brokk-Grungsson-en.pdf Brokk Grungsson]:''' (SKYFARER 200pts) 200 points of angry, overpowered dwarfen pain. Eight wounds, a 3+ save, three guns, and with a flying movement value of 12" he's much faster than most of your other heroes who can only footslog 4". He can hit hard in melee - four attacks at -2 rend d3 damage, inflicting d3 MW on a 6 to-hit instead. His command ability lets all your nearby '''Barak Nar''' dudes reroll charges. Interesting to note is that while he's the Lord-Magnate of Barak-Nar, feel free to run him in whichever Skyport you like (you just won't get their port abilities for him). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Admiral-en.pdf Arkanaut Admiral]:''' (SKYFARER, MARINE 125pts) His melee weapon has good hit and wound rolls (with re-rolls of 1 against heroes or monsters), 3A, -2 rend, 2 Damage. His attacks are quite reliable, particularly against monsters and heroes due to his "if you want a job doing" rule, making him a decent duelist. Putting him on an Ironclad is going to see that expensive ship punch even harder. Also useful is that those within 3" with at least 5 models <s>can</s> must also be used as bodyguard fodder on a 3+. His aether-powered munitions give a choice between slowing a monster down for a turn, ignoring ward saves on a unit for a turn on a 2+ and improving a unit's rend by 1 (probably your best option unless you're facing demons or other-ward reliant units or desperately want to reduce the charge roll of a monster that's already within 12 inches.) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aetheric-Navigator-en.pdf Aetheric Navigator]:''' (SKYFARER, MARINE 95pts) He has the ability to cut the movement of one enemy flying unit within 36" into half, there is also a 1 in 6 chance they suffer D3 mortal wounds. He could be handy to mess with enemies like Nighthaunt, and big flying monsters will hate you. The Navigator is also a source of spell and endless spell unbinding without the use of a relic or Code amendment, and he allows Skyvessels to re-roll run or charge rolls if he didn't use his Aetherstorm ability. He also has access to a pretty good selection of artefacts, all of which make him much more useful than he was in the previous book. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Aether-Khemist-en.pdf Aether-Khemist]:''' (SKYFARER, MARINE 90pts) The main reason you take this guy letting a '''Skyfarers''' unit re-roll wound rolls of 1. The Khemist has a defensive ability too - in melee, enemy models within 3 inches of him suffer -1 to hit with any attacks. He'd rather not be in melee though. Lastly, his shooting weapon is 3d6 attacks on average hit and wound, and -2 rend, a brutal anti-infantry weapon, and just all-around nasty to approach. Stick him in a Skyvessel with some Thunderers and laugh at your opponent's tears. (You can't use his abilities while on a skyvessel though) *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Endrinharness-en.pdf Endrinmaster with Endrinharness]:''' (SKYFARER, MARINE 95pts) A foot engineer that can heal a Skyvessel for D3 wounds every hero phase, a nice addition to any Ironclad. Besides that he's a decent combat character with a respectable hammer that can deal 3 MWs if he rolls an unmodified 6 to hit and d3 Damage at -1 Rend otherwise. His command ability also lets a unit of Endrinriggers re-roll their chances to heal. Between his hammer and gaze of grungni, an Endrinmaster can put out up to 12 wounds with -1 rend a turn, not bad for 95 points. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinmaster-with-Dirigible-Suit-en.pdf Endrinmaster with Dirigible Suit]:''' (SKYFARER 180pts) Now you have a stuntie on a man-sized hot air balloon. This gives the guy a straight upgrade, repair now heals a straight 3 wounds and has two new weapons (a rapid-fire weapons suite and a stronger Aethercannon), as well as a saw that's got a better rend than the hammer, but lacks the chance for MWs. What he gets instead is the ability to hitch a ride with any Skyvessel when they Fly High, making him way more mobile and thus more useful as a direct support HQ. Interesting potential quirk with getting Skyriggers as Battleline if he's your general: unlike virtually every other Pitched Battle Profile out there, this ability doesn't explicitly say it depends on having Kharadron Overlords allegiance. Though this might seem like an insignificant detail, if you are running either a Grand Alliance: Order or Lethisian Defenders army (from the Forbidden Power expansion) or Tempest's Eye (Cities of Sigmar), this Endrinmaster's ability gives you the rare option of having more choices for Battleline than the standard vanilla options. Again, not that this comes up very often, but I wouldn't be surprised if GW errata'ed this in the future (fingers-crossed they don't though, because having more options is always nice). *'''[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-thundriks-profiteers-en.pdf Bjorgen Thundrik]:''' (SKYFARER, MARINE 150pts) The Shadespire Warband but is legal for use in AoS too. You get Bjorgen and his unit of four Profiteers. Bjorgen is similar to a regular Khemist but his buff gives re-roll 1s to hit, not to wound. He has one extra attack with his melee weapon over a normal Khemist, but he's still not good in melee. More importantly, he is a named character, so he can't be given an artefact or command trait. **His Profiteers are a unit of four: you get a motley crew of one (single wound) Thunderer with a buffed up aethershot rifle, one Skywarden with skypike, and two Arkanaut Company dudes one of whom has a volleygun. Given that a standard Aether-Khemist is 90pts, you're basically paying 50pts for this unit of four mismatched dudes. However, given the lack of +1 to hit in our book, their rule is one of the only way to have guns on 2+ to hit. 50 pts for 14 shots (6 on 2+) is not that bad. They and Bjorgen do fit neatly in a Gunhauler with the collapsible compartments endrinwork if you want to have some fun with that (they are all marines so even the skywarden will fit inside). ===Battleline=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Company-en.pdf Arkanaut Company]:''' (Battline; Skyfarer, Marine Min:10 Max:40 90pts) Always battleline no matter which skyport or who the general is. They're rather average in combat and human Bravery, but are a reasonably cheap option for holding objectives since they reroll battleshock and get +1 to hit if wholly within 9" of an objective (and not in a garrison). Their pistols are okay, although short-ranged, and you can also include one of each following heavy weapon per ten dwarfs - Skypike (2"/2/4+/4+/-1/D3), Light Skyhook (18"/1/4+/3+/-2/D3), and Aethermatic Volleygun (12"/6/5+/4+/-1/1). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Thunderers-en.pdf Grundstok Thunderers]''': (Conditional battleline: Barak-Nar Army; Skyfarer, Marine Min:5 Max:20 120pts) Unless going all rifles for the decent range, Thunderers rely on the synergy between the special weapons to do their damage at a 12" range - having at least one cannon, mortar and decksweeper gives those weapons +1 to hit. The unit still puts out a respectable weight of fire, and if everything clicks they can shred pretty much anything that doesn't have a 3+ base save. Their defenses aren't amazing, with a 4+ armor save and 2 wounds apiece, but honestly, it doesn't matter because they're not supposed to be in combat, but if they do they gain +1 attack to their ranged weapons if they risk sticking it out and having Fumigators will help them survive. ** They are good candidates to have min unit armed with only Aethershot Rifle backfield or placed in skyships with mixed weapons to give them more firepower, as it will get them within 9" (but unit bonuses won't work when garrisoned). *** Combine the -1 to being hit from the fumigators with the -1 that the Khemist provides and this guys will be durable enough in CC to make use of their 3" ability. It's something worth considering. ****This particular combo can be used to save other high-value units in your army. Remember, they inflict -2 to hit on the opponent. Ironclad too wounded to retreat? Have the thunderers and khemist hop out, and inflict that glorious -2 to hit on whatever is punching your boat. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Skywardens-en.pdf Skywardens]:''' (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 105pts) DUARDIN warriors with a balloon strapped to their backs. Are armed with Vulcaniser Pistol and skypikes (2"/2/4+/3+/-1/D3d). Skypikes' 2" range lets you fight in two ranks, so you can bunch up and present a narrower frontage to the enemy, maybe taking fewer attacks back from them. The Vulcaniser pistols though are a mixed bag. There not bad on the face of it, (3+/3+/-1/d1) so there better then the Arkanaut Company pistols and so can Unleash hell pretty effectively. The issue is there range: 9 inches. When using there Hitchers ability to deep strike around the board with an airship, they have to stay more then 9 inches away, so out of range. If you want to shoot with an airship when it teleports around the board then t they can also be armed with bigger guns. 1 in 3 can get a Volley gun and 1 in 3 can get a Drill Launcher, Grapnel Launcher or Skyhook (all hits hard and either: have extra rend and could deal MW, prevents enemies from fleeing, or add +1 to charge rolls). Skywardens also inflict MW when they retreat or get charged by flyers. Amusingly, it doesn't matter if you only have one left in the unit, their skymines will still roll to damage every enemy model in the unit. Most importantly, like other Balloon DUARDIN, they can redeploy with a ship when it Flys High to get into charge range first turn (Skyhook will help with this of course). They may not be that survivable with 2W and 4+Sv but are good shock assaulters especially when they pop an Aethergold and they can potentially inflict a lot of damage with their 2 attacks that deal d3 damage. **Skywardens are melee specialists, so loading them with ranged weapons may not be the most effective use of units with normally 2 attacks, though the mortal wounds they can cause may help discourage enemies. **take a unit of 6+, with Grapnel Launcher and Skyhook, charging and holding in melee is easier. **Having one surviving Skywarden retreat from combat can potentially hit every close by enemy unit for D3 mortal wounds. If you're reduced to one model in melee, it may be worth burning a command point or aether-gold to auto-pass battleshock just for this chance. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinriggers-en.pdf Endrinriggers]:''' (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 100pts) They ensure that your boats stay up in one piece, and are armed well enough to discourage the enemy - each Endrinrigger has a 12" range 3 shot pistol, and [[Rip and Tear|Aethermatic Saws]] which, compared to the skypikes, are 1 attack but has better to-hit, wound, and -2 rend, making it easier to land those attacks and better statically better than skypikes when fighting 4+Sv. Endrinriggers would prefer to stay near boats and may range it out by taking the same 1 in 3 option as Skywardens. You may want to range things out and stay with the boat with a Rapid-fire Rivet Gun, Drill Launcher and Aethermatic Volley Gun. So broadly speaking, you have two good ways to run this unit: either kit them out for melee, keep the saws and maybe add a grapnel launcher for elite fighting, <i>or</i> tool them up for shooting by giving one-third of them drill cannons, another third of them volleyguns. This will give you a very mobile unit with 24" range guns. Finally, as their main role, Endrinriggers have a chance for each model to repair a wound on a skyvessels if the unit is within 1" of the boat. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Gunhauler-en.pdf Grundstok Gunhauler]:''' (Conditional battleline: Barak-Urbaz Army; War Machine, Skyvessel, 130pts) A supporting corvette for your airfleet, has a good damage output and movement value and neither are affected by wounds taken, which is good because this thing can negate damage on any other non-Gunhauler Skyvessel within 3" on a roll of 6 (subsequently drawing the fire). It can be armed with either a Skycannon (a rapid fire or big accurate shot option) or a Drill cannon (36"/1/3+/3+/-3/D3d, and on a 5+ to hit will inflict 3 MW), both are equally good choices so just pick whichever you think your army needs most. Like all other SKYVESSEL, they have MW bombs thrown at an enemy that tries to tie it down, able to retreat from anything without fly and still shoot, and they can Fly High, redeploying anywhere 9" away from enemies. ** Most people lean towards the Skycannon for damage output, but the Drill cannon is very good at sniping big targets from far away. If you take 3 gunhaulers with the Drill cannon and the Grundstok Escort Wing Battalion (which you probably are already), you combo that together to give 3 shots from 36 inches away that have reroll 1s to hit an give 3 mortal wounds on unmodified 5s to HIT. This is amazing because it is not uncommon at all to pick out an enemy character with a -1 to hit them, but still get a couple 5s and outright kill them. Even if you don't get the 5s, you hit them and pretty reliably wound them on a 3+ with -3 rend. With the range on the guns, you can easily spread them out and hold back field objectives, and the battalion doesn't need the gunhaulers to be close to a hero or anything to get their reroll 1s. You just declare at the start of the turn and go nuts sniping support characters all game. As an added bonus, if you really need to nuke something, shoot these three guns into the target and then charge it with all three gunhaulers for their bomb racks. Odds are, you'll get close to 10 mortals if you're even a little lucky. ===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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