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===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 canβt 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>
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