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==Allegiance Abilities== ===Battle Traits=== An army that has {{AOSKeyword|KHARADRON OVERLORDS}} allegiance can use the following rule: '''STICK TO THE CODE:''' When you choose a Kharadron Overlords army that isn't a Sky Port (more on that in a bit) Can choose an Artycle, Amendment, and Footnote from the tables below, Alternatively you can roll a dice for each table. '''Artycle:''' #'''Honour is Everything:''' You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord Heroes}} that target a {{AOSKeyword|Hero}} or a {{AOSKeyword|Monster}}. #'''Master of the Skies:''' You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Skyvessels}} that target a unit that can fly. #'''Settle The Grudges:''' After armies are set up but before the first battle round begins, pick 1 enemy unit. You can re-roll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Kharadron Overlord}} units that target that unit. '''Amendment:''' #'''Always Take What You Are Owed:''' Pick up to D3 different {{AOSKeyword|Kharadron Overlord}} units in your army. Each of those units starts the battle with 1 share of Aether-Gold in addition to any they normally receive. #'''Prosecute Wars With All Haste:''' On your first turn, friendly {{AOSKeyword|Kharadron Overlord}} units can run and still shoot later in their turn. #'''Trust To Your Guns:''' Add 1 to the Bravery characteristic of friendly {{AOSKeyword|Kharadron Overlord}} units while they are more than 3" away from enemy units. '''Footnote:''' #'''There's No Reward Without Risk:''' Once per battle, you can re-roll a charge roll for a friendly {{AOSKeyword|Kharadron Overlords}} unit. #'''There's No Trading With Some People:''' Once per battle, a friendly {{AOSKeyword|Kharadron Overlords}} unit that have run and/or retreated in the same turn can still shoot and/or charge. #'''Without Our Ships We Are Naught:''' Once per battle, you can heal up to D3 wounds allocated to a friendly {{AOSKeyword|Skyvessels}}. '''AETHER-GOLD:''' Each {{AOSKeyword|Kharadron Overlords Hero, Skyvessel}} and {{AOSKeyword|Kharadron Overlords}} unit with 10 or more models starts a battle with 1 share of Aether-Gold. Once per phase, you can say that 1 unit from your army that has any shares of Aether-Gold will spend 1 of them. If you do so, subtract 1 from that unit's Bravery characteristic for the rest of the battle, but you can pick a Triumph it is eligible to use and immediately apply its effect. *Alright this is where all gets tricky. The negative effect does affect greatly the capacity for the Kharadron in exchange for a situational benefit. It doesn´t mean its bad, its just handy for your units to have an extra punch or survivability. *Mind when you choose any triumph to be applied immediately to consider the odds of such benefit vs the penalty for the bravery (''or just play Barak-Urbaz and don't worry about that''). On the good side, this army won't lack on the capacity to have things like: triumphs now give +1 to wound, battleshock immunity, or a single rerolled charge. Think of all situations where these might come handy and you´ll see how greatly improved the units will be for a short period of time. ===Command Traits=== A {{AOSKeyword|KHARADRON OVERLORDS}} General in a {{AOSKeyword|KHARADRON OVERLORDS}} allegiance and has chosen to take the {{AOSKeyword|KHARADRON OVERLORDS}} abilities can choose one of the following command traits. <tabs> <tab name="Generic"> All leaders (save for the Navigator) share the first three traits. Navigators have the first two. #'''Wealthy:''' Gain 2 Aethergold instead of 1. #'''Tough as Old Boots:''' +2 wounds #'''[[Thorgrim Grudgebearer|Grudgebearer]]:''' Pick an enemy hero before the first round, and your General deals double damage against them. </tab> <tab name="Lords of the Sky"> {{AOSKeyword|Arkanaut Admiral}} Only #'''Cunning Fleetmaster:''' one Skyvessel can make a normal move, or a non-ironclad can Fly High before the first round. Lets ships claim objectives first turn, or bring your FLYING TRANSPORT into broadside range. #'''War Wound:''' roll a dice each hero phase, 1s: -1 to his hit rolls until next hero phase, else gain a CP. Don't need to explain how Admirals like more CP. #'''A Scholar and an Arkanaut:''' your army can take 2 footnotes instead of one. </tab> <tab name="Senior Endrineers"> {{AOSKeyword|Endrinmaster}} Only #'''Grandmaster:''' General heals Skyvessels an extra +1W. #'''Great Tinker:''' Endrinmaster's Gaze of Grungni now has 3 attacks. This can be combo'd with Barak Zilfin's artefact that gives a +1 on the bearer's ranged weapon pretty interestingly, giving you 3 attacks that hit on 2+ and do D3 damage each. #'''Endrinprofessor:''' Once in each of your hero phases, this general can use his warscroll command ability for free. </tab> <tab name="Reader of the Guiding Winds"> {{AOSKeyword|Aetheric Navigator}} Only #'''Stormcaller:''' you can reroll Aetherstorms, to help guarantee an enemy flyer gets slowed or fish for mortal wounds. #'''Ride the Wind:''' A Skyvessel with this general in its garrison gains +3" Move. #'''Skeptic:''' +1 dispel/unbinding. #'''Diviner:''' After both armies are set up, pick 1 terrain feature or objective. Kharadron units wholly within 12" of that terrain feature or objective don't take battleshock tests. </tab> <tab name="Alchemical Innovators"> {{AOSKeyword|Aether Khemist}} Only #'''A Nose for Gold:''' Each hero phase, Aether Khemist gains Aethergold on 5+. #'''Genius in the Making:''' Aetheric Augmentation has a range of 18" instead of 12". #'''Collector:'''If this hero gets an artefact, you can give one to another hero as well. </tab> </tabs> ===Artefacts of Power=== One {{AOSKeyword|HERO}} in your army (+1 per battalion) can take a relic from the following tables: <tabs> <tab name="Perks of Rank"> {{AOSKeyword|Arkanaut Admiral}} only #'''Masterwrought Armour:''' Ignore wounds and MW on 6+. Solid and good, even if the Admiral doesn't really have the sheer health pool to really notice this a lot. #'''Hammer of Aetheric Might:''' One melee weapon deals an additional MW on an unmodified hit roll of 6. Your hammer doesn't have a ton of attacks, so it's unlikely to net you big returns, but melee is where your Admiral wants to be so sure. #'''Gattlesson's Endless Repeater:''' +2 attacks to volley pistol. 5 Shots make you put out almost half as much firepower as a minimum squad of Thunderers, at half range! Kinda alright, but there are more impactful artefacts. #'''Rune of Mark:''' Before first battle round, pick an enemy Hero. If they are slain the 3 closest Kharadron Overlords units gain one Aethergold share. Weird and surprisingly good. There's essentially no range requirements on this, meaning that you can pick an enemy hero hiding in a corner and if he dies, whatever three closest units, even if they're all the way on the other side, get the Aether-Gold. Do you like gold? Of course, you do, now shoot that Chaos Sorcerer to death. #'''Flask of Vintage Amberwhisky:''' Once per game during the hero phase, Admiral can heal 2 wounds or gamble with d6 wounds. Big healing potion, either take the safe 2 heal or risk a big ass full heal. You'll be unlikely to live at 1 health, but if you roll that 6 you're probably safe for the rest of the game. #'''Proclamator Mask-Hailer:''' Once per round, Admiral can use one CA without using a CP. This one's fantastic, as the Admiral's got 4 different command abilities and wants to use them all. The Kharadron aren't really that command-ability centric, but this makes their biggest command point sink (the Admiral's wide array of CA's) much more efficient. </tab> <tab name="Aethermatic Instruments"> {{AOSKeyword|Aetheric Navigator}} only #'''Cyclonic Aethometer:''' +1 to Aetherstorm rolls. Piss off every flyer your opponent brings by being 83% reliable on the slowing effect, and 33% reliable on the damage. Still reliant on the opponent bringing flyers in the first place, but if they are, you'll punish the shit out of them for it. #'''Svaregg-Stein Illuminator Flarepistol:''' The first time the bearer's Pistol hit something, re-roll all hit rolls for Kharadron Overlords against that unit for rest of phase. Note that this is the first time this weapon hits ANYTHING EVER, meaning that you can't hold on to it for later while still firing that dinky ranging pistol. Save your markerlight for the perfect moment. #'''Voidstone Orb:''' Once per battle, can auto-unbind/dispel using Aethersight. Hey, the Dispel Magic scroll from Warhammer Fantasy battles escaped into the Age of Sigmar! </tab> <tab name="Ingenious Gadgets"> {{AOSKeyword|Endrinmaster}} only '''Endrinmaster with Endrinharness:''' #'''Cogmonculus:''' Once per <s>turn</s><i>phase</i>, you can re-roll a single hit, wound, or save roll for the bearer. The Footslogging E-Master gets Master-Crafted everything. You like re-rolls? You get tons of them. Make 'em count! #'''Aetherquarz Monolens:''' Increase range of Gaze of Grungni to 18". Turn that lovely short-ranged shot into a long-range one! This lets an E-Master shoot out of a ship from long distance, as he's unlikely to have the range on anything he's not in melee with already without this artifact. #'''Seismic Shock-gauntlets:''' After charging, one enemy takes D3 MW on a 2+. Cool, deal some mortals during a boarding action. Make that Frigate with 10 Arkanaut Company and your E-Master actually a threat! '''Endrinmaster with Dirigible Suit:''' #'''Aether-injection Booster:''' When retreating, the user has the Disengage and Fly High ability. #'''Phosphorite Bomblets:''' once per battle in the shooting phase, pick an enemy unit within 6" and roll a dice, on a 2+ inflict a mortal wound and roll again, stop when you roll a 1 or target unit is destroyed. #'''Miniaturised Aethermatic Repulsion Field:''' ignore the effects of spells/endless spells on 3+. The E-Master in balloonsuit is expensive as hell, and burning to death under a torrent of arcane flame or shriveling under the weight of a vicious curse isn't a great way to die. Ensure he lives with this handy powerup. </tab> <tab name="Aether-Gold Inventions"> {{AOSKeyword|Aether-Khemist}} only #'''Emergency Ventplates:''' Once per battle, during the enemy shooting phase, all friendly units wholly within 6" are -1 to hit. Note that you can use this while in a garrison, so if the opponent's bringing great firepower too you can protect the ship you're on. #'''Caustic Anatomiser:''' Once per battle, each the start of combat, each enemy model within 6" suffers an MW on a 5+. Like the Ventplates, nothing says you can't use this while garrisoned, so fart out that caustic cloud from the frigate's giant base size when you're charged by a big horde of infantry and cut their numbers down a bit. #'''Spell in a Bottle:''' You can take an Endless Spell from any faction that can’t be unbound (but can still be dispelled in a subsequent turn) and can only be used once per battle. You still need to pay the point cost for the spell but for all the utility this can provide, it is very much worth your time. The endless spell ignores any of its normal casting restrictions, so feel free to pick the Stormcast Everblaze Comet, Skaven Warp Lightning Vortex, etc. (how you throw a bottle on the ground and a comet appear 5 kilometers away is everyone's guess). If you use it to cast Burning Sigil of Tzeentch, you can hypothetically end up with a Chaos Spawn *AAaggghhhh noo waitt agrrgh* of Tzeentch in your army. Not sure why you'd do that, but it's probably just as planned. Try using one of the Ossiarch Bonereaper spells in this thing. As the soul-linked ability is part of the spell's warscroll (unlike, say, the bound endless spells the Serapohon can use), no-one can move the spell but you. </tab> </tabs> ===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. === The City-Ports === Alternatively, a player with the {{AOSKeyword|KHARADRON OVERLORDS}} Allegiance can instead choose to represent one of the Six Major Sky-Ports. Each one has their own fixed interpretation of the code, however, the player is given access to: *A unique ability *A unique command trait and artefact/endrinwork ''(now mandatory)'' *The '''<Sky-Port>''' keyword *some Ports unlock additional battleline units ---- '''Barak-Nar:''' ''Specializing in unbinding, passing battleshock, generate CP, and spamming Thunderers'' *'''Artycle - Respect Your Commanders:''' re-roll battleshock test for Barak-Nar unit wholly within 12" of a Barak-Nar hero. *'''Amendment - Trust Aethermatics, not Superstition:''' Each Barak-Nar hero can unbind +1 spells each turn. *'''Footnote - Through Knowledge, Power:''' +1 unbinding roll for Barak-Nar Heros *'''Ability: Scholars and Commanders:''' At the start of the battle, roll a dice for each friendly '''Barak-Nar Hero''' on the battlefield or garrisoned. For each 4+ you receive an additional command point. *'''Command Trait: Champion of Progress:''' (General must take) Do not take battleshock for friendly '''Barak-Nar''' units while they're wholly within 12" of this general. *'''Artefact of Power:''' '''Aethercharged Rune:''' Once per battle you can change either 1 hit roll for an attack made by the bearer or 1 save roll for an attack that targets the bearer to the roll of your choice. *Barak-Nar unlocks Thunderers as battlelines. '''Barak-Zilfin:''' ''A Skyvessel specialist port, with Speed, extra endrinwork, and destroying sky rivals'' *'''Artycle - Master Of The Skies:''' Re-roll hit rolls of 1 made by '''Skyvessel''' against flying units. *'''Amendment - Don't Argue With The Wind:''' Running Barak-Zilfin units add +6" instead of rolling +d6". *'''Footnote - There's Always a Breeze if you look for it:''' Once per battle during hero phase, one Barak-Zilfin unit can make a normal move (can run, retreat or Disengage). *'''Ability: Magnificent Skyvessels:''' You can choose 1 extra '''Skyvessel''' in your army to have a great endrinwork. *'''Command Trait:''' '''Master Commander:''' ''(Arkanaut Admiral only and must take if the general is one)'' Each time you spend a command point to use a command ability on this general's warscroll, roll a dice. On a 5+, you receive 1 extra command point. Given your Admiral is going to be spending command points like they're on sale in this new book, the value of this Command Trait cannot be overstated. *'''Artefact of Power: Staff of Ocular Optimization:''' Pick 1 of the bearer's missile weapons. Add 1 to hit rolls for attacks made by that weapon. Barak-Zilfin unlocks Arkanaut Frigates as battleline. '''Barak-Zon:''' ''Turn SKYFARERs into better fighters. Makes Skywardens really good.'' *'''Artycle - Honour is Everything:''' Barak-Zon heroes re-roll hits of 1 against Heroes and Monsters *'''Amendment - Leave No Duardin Behind:''' +2 bravery to SKYFARER if wholly within 12" of Skyvessel *'''Footnote - Show them your Steel:''' Once per battle, in the hero phase, one of your units that are garrisoned in a vessel can immediately disembark. <i>However</i> the disembark is only 3" and must be more than 9" from any enemy which rather badly limits its effectiveness. Sure it has its uses - you can disembark an Aether-Khemist and still use their abilities, and most of your troops will get an extra 1" of movement that turn as they should be able to move in their movement phase too - and if you are running them that turn, the extra movement may be considerable - but generally you won't get a huge amount of extra flexibility from this. *'''Ability: Deeds, Not Words:''' +1 to wound rolls if a SKYFARER and add +1 to hit for Skywardens during melee if they charged that turn. Gotta make sure that alpha strike hurts! *'''Command Trait: Bearer of the Ironstar:''' (General must take) first time general is slain, on a 2+, he is not, heals d3 wounds, and remaining allocated wounds are negated. *'''Artefact Of Power: Aethersped Hammer:''' One user melee weapon gains 2 attacks. '''Barak-Urbaz:''' ''They are swimming in Aethergold and you should be spending some every phase'' *'''Artycle - Seek New Prospects:''' Barak-Urbaz units re-roll battleshock while wholly within enemy territory. *'''Amendment - Always Take What You Are Owed:''' At the start of the game, D3 Barak-Urbaz units gain +1 Aethergold. *'''Footnote - Where There's War, There's Gold:''' Once per battle, at end of combat, one SKYFARER unit that fought gains an Aethergold. *'''Ability: The Market City:''' Ignore the -1 bravery penalty for using Aethergold. *'''Command Trait: Khemist Supreme:''' (an Aether khemist General must take this) The general's Aetheric Augmentation effects two units. *'''Great Endrinwork: Breath of Morgrim:''' During the shooting phase, pick an enemy unit and roll a dice for each model within 6" of this unit, inflict a MW for each 6. Barak-Urbaz unlocks Gunhauler as battleline. '''Barak-Mhornar:''' ''Blitzers, getting right into enemy faces to decimate them. *'''Artycle - Seek New Prospects:''' Barak-Mhornar units re-roll battleshock while wholly within enemy territory. *'''Amendment - Prosecute Wars With All Haste:''' During the first turn, Barak-Mhornar units can run & shoot *'''Footnote - Who Strikes First, Strikes Hardest:'''Once per battle, a Barak-Mhornar unit can fight at the start of combat phase instead of normally. *'''Ability: Fearsome Raiders:''' -1 bravery for Enemy within 6” of a '''Barak-Mhornar''' unit. Awesome. *'''Command Trait: Opportunistic Privateers:''' (General must take) the Skyvessel the general is in can redeploy anywhere (more than 9" from enemy units and more than 1" from objectives) before the first battle round but can't move or disembark that turn. *'''Artefact of Power: Galeforce Stave:''' (Navigator only) At the start of enemy charge phase, halve charge roll for one unit within 12". '''Barak-Thryng:''' '' The most Dawi port, having grudges, revenge killing, and having classic dwarf units + Magmadroths.'' *'''Artycle - Chronicle of Grudges:''' pick up to 3 enemy units before the first battle round, Barak-Thryng re-roll hit rolls of 1 against the chosen units. *'''Amendment - Take Help Where You Can Get It:''' 1 in 4 units can be any DUARDIN unit, (become Barak-Thryng units, can't be general, don't count for battleline). Very flexible and are a lot of different DUARDIN units to pick. Remember that even though they don't get the Faction Allegiance, they're not counted as allies according to GW's official army builder. *'''Footnote - Honour The Gods, Just In Case:''' Once per battle, in any phase, hit rolls of 6 by 1 Barak-Thryng unit score 2 hits. *'''Ability: Incredibly Stubborn:''' Each slain SKYFARER model within 3" of an enemy can fight before being removed on 4+. *'''Command Trait: Supremely Stubborn:''' (General must take) Incredibly Stubborn triggers on 2+ instead of 4+ *'''Artefact of Power: Grudgehammer:''' (Skyfarer only) +1 to hit for one melee weapon, and unmodified wounds rolls of 6 with that weapon against a Grudge target also inflict D3 MWs.
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