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=== 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 6β 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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