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KHARADRON OVERLORDS

Kharadron prospectors roam the Mortal Realms in search of precious aether-gold, risking life and limb for a tidy
profit. Though their business is mercantile, they are anything but an easy mark; armed with the latest aethermatic
weapons and clad in impenetrable armoured suits, they repel their foes with a hail of bullets and bombs.

KHARADRON OVERLORDS KHARADRON OVERLORDS


FIGHTER ABILITIES HERO ABILITIES

[Reaction] Return Fire: A fighter can [Double] Supercharged Endrinharness:


make this reaction after they are targeted Until the end of this fighter’s activation,
by an attack action but before the hit rolls add 1 to the Strength and Attacks
are made if the attacker is within range characteristics of melee attack actions
of at least one of the target’s weapons. For made by this fighter.
each hit roll from that attack action that
misses, allocate 1 damage point to the
attacking fighter. For each hit roll of 1,
[Double] Harrying Drillbill: Pick an
allocate 2 damage points to the attacking
enemy fighter within 20" of this fighter.
fighter instead.
Until the end of the battle round, that
fighter cannot make disengage actions.

[Double] Ancestral Fortitude: Until


the end of the battle round, add 1 to the [Triple] Fight for Profit: Until the end
Toughness characteristic of this fighter. of the battle round, add 1 to the Attacks
characteristic of attack actions made by
friendly fighters while they are within 3"
of this fighter. If this fighter is carrying
[Double] Master the Skies: Until the end treasure or is within 3" of an objective, add
of this fighter’s activation, add 1 to the 2 to the Attacks characteristic instead.
damage points allocated to enemy fighters
with the Fly ( ) runemark by each hit and
[Triple] Atmospheric Isolation: Until the
critical hit from attack actions made by
end of the battle round, subtract 1 from the
this fighter.
Attacks characteristic (to a minimum of 1)
of attack actions made by enemy fighters
while they are within 6" of this fighter.
[Triple] Keep Your Distance: A fighter
can only use this ability if they are within
3" of an enemy fighter. This fighter makes a
[Quad] Aetherstorm: Pick a visible enemy
bonus disengage action.
fighter and roll a number of dice equal to
the value of this ability. For each roll of 3+,
allocate 3 damage points to that fighter.
[Triple] Grapnel Launcher: A fighter can
only use this ability if they are more than
3" from any enemy fighters. Pick a point
that is on an obstacle and is within 20"
of this fighter. Remove this fighter from
the battlefield, then set that fighter up on
a platform or the battlefield floor, wholly
within 3" of the point picked.

[Quad] Timed Charges: A fighter can


only use this ability if they are within 3"
of an enemy fighter. Allocate a number of
damage points equal to the value of this
ability to enemy fighters within 1" of this
fighter. Then, this fighter makes a bonus
disengage action or a bonus move action.

Arkanaut Admiral

31
KHARADRON OVERLORDS PROSPECTORS
ARKANAUT C OMPAN Y CAPTAI N
ADMI RAL 145 90

8 3 4 1/4 8 3 3 1/3

1 4 4 3/5 3 4 22 1 4 3 2/4 3 3 16

ENDRI NMASTER GU N N ERY


WITH DIRIGIBLE S UIT 275 S ERGEAN T 165

3-12 2 5 3/6 3-15 3 4 2/4

1 4 4 2/4 10 4 25 1 3 3 1/3 3 4 16

E NDRI N M AST E R
W ITH E N D R I N H AR N E S S 140 MI Z Z EN MASTER 250

1 3 5 3/5 8 2 4 1/4

3 4 22 1 4 5 2/5 10 4 20

AET HE R IC CU STOD I AN
N AVI GATOR 130 240

8 3 4 1/4 8 2 3 1/3

1 3 4 2/4 3 4 20 2 4 4 2/5 10 4 20

AET H E R- KH EM IST 155

6 6 4 1/3

1 3 3 1/4 3 4 20

E n d r i n m a s te r
Mi z z e n m a s te r w i t h D i r ig i b le S u i t

32
ARKANAUT COMPANY G R UN D STO K THUN D E R E R
PRIVATEER WITH PRIVATEER W ITH A ETHE R I C
PISTOL AND ARKANAUT CUTTER 50 FUMI GATO R 105

8 2 3 1/3 6 4 5 1/4

1 3 3 1/3 3 3 12 3 4 12

ARKANAUT C OMPANY G R UN D STO K THUN D E R E R


PRIVATEER WITH W ITH G R UN D STO K
AETHERMATIC VOLLEY GUN 80 M O RTA R 130

3-15 3 3 1/3 6-12 3 3 3/6

1 2 3 1/3 3 3 12 1 2 3 1/3 3 4 12

ARKANAUT C OM PAN Y G R UN D STO K THUN D E R E R


P RIVATEER W IT H
LIGHT S K YH O OK 105 W ITH A ETHE RCA N N O N 110

3-15 2 4 2/5 3-10 1 5 5/10

1 2 3 1/3 3 3 12 1 2 3 1/3 3 4 12

ARKANAUT COMPANY ENDRINRIGGER WITH


RAPID -FIRE RIVET GUN AND
PRIVATEER WITH SKYPIKE 75 AETHERMATIC SAW 190

2 3 4 2/5 8 2 4 1/4

3 3 12 1 3 5 2/5 10 4 16

GRUND STOK T H U N D ERER ENDRINRIGGER WITH


WITH DEC KSW EEP ER 105 AETHERMATIC VOLLEY GUN 170

3-10 4 4 1/4 3-15 3 3 1/3

1 2 3 1/3 3 4 12 1 2 3 1/3 10 4 16

GRUND STOK T H U N D ERER ENDRINRIGGER WITH


WITH AET H ERS H OT R I F L E 105 DRILL LAUNCHER 215

3-15 2 4 2/4 6-20 2 5 2/4

1 2 3 1/3 3 4 12 1 2 3 1/3 10 4 16

33
ENDRINRIGGER WITH S K Y WARD EN WITH
GRAPNEL LAUNCHER 190 D RI L L L AU N CHER 220

6-20 2 3 1/3 6-20 2 5 2/4

1 2 3 1/3 10 4 16 1 2 3 1/3 10 4 16

ENDRINRIGGER WITH SKYWARDEN WITH


SKYHOOK 230 GRAPNEL LAUNCHER 195

6-20 2 4 3/5 6-20 2 3 1/3

1 2 3 1/3 10 4 16 1 2 3 1/3 10 4 16

SKY WAR D EN W IT H SKYWARDEN WITH


VU LCAN I SER P I STO L
AND SKYP I K E 185 SKYH O OK 230

8 2 3 1/3 6-20 2 4 3/5

2 3 4 2/5 10 4 16 1 2 3 1/3 10 4 16

SKYWARDEN WITH
AETHERMATIC VOLLEY GUN 175

3-15 3 3 1/3

1 2 3 1/3 10 4 16

E n d r i n r igge r w i t h R a p id- E n d r i n r igge r w i t h S k y wa r de n w i t h


f i r e R i ve t G u n a n d Skyhook Vu lc a n is e r P is to l a n d
Ae t h e r m a t ic S a w S k y p ik e

34
LUMINETH REALM-LORDS
The Lumineth Realm-lords are paragons of martial excellence, compensating for their limited numbers with
unrivalled magical prowess and raw skill. Their legendary self-assurance is not misguided; empowered by the
energies and spirits of Hysh itself, they can triumph over warbands many times their size.

LUMINETH REALM-LORDS LUMINETH REALM-LORDS


FIGHTER ABILITIES HERO ABILITIES
[Reaction] Blinding Brilliance: A fighter [Double] Moonfire Flask: Pick a visible
can make this reaction after they are enemy fighter within 6" of this fighter and
targeted by a missile attack action but roll 2 dice. For each roll of 4-5, allocate
before the hit rolls are made. After the hit 1 damage point to that fighter. For each
rolls have been made, roll a dice for each roll of 6, allocate a number of damage
critical hit. On a roll of 4+, that critical hit points equal to the value of this ability to
becomes a hit instead. that fighter.

[Double] Shining Company: A fighter


can only use this ability if there are 2 or [Double] Realmscribe: Pick a point on
more other friendly fighters with both the battlefield within 9" of this fighter and
the Lumineth Realm-lords ( ) faction place a special token there. Until the end
runemark and the Warrior ( ) runemark of the battle round, subtract 1 from the
within 1" of this fighter. Until the end damage points allocated by each critical
of the battle round, subtract 1 from the hit from attack actions that target friendly
Attacks characteristic (to a minimum of 1) fighters while they are within 6" of the
of attack actions made by enemy fighters centre of that token.
while they target a fighter within 1" of
this fighter.
[Double] Lone Agent: A fighter can
[Double] Mountain Stance: Until the end only use this ability if there are no other
of the battle round, subtract 1 from the friendly fighters within 6" of this fighter.
damage points allocated by each hit and This fighter makes a bonus move action.
critical hit (to a minimum of 1) from attack
actions that target this fighter.
[Triple] Sharp-eyed Scryhawk: Pick an
[Double] Go Where the Wind Blows: Add enemy fighter within 20" of this fighter.
half the value of this ability (rounding up) Until the end of the battle round, add 1 to
to this fighter’s Move characteristic for the Attacks characteristic of attack actions
their next move action in this activation. that target that fighter.

[Triple] Move Like the Wind: Until the


end of this fighter’s activation, this fighter [Triple] Emotional Transference: Pick a
can finish disengage actions within 1" of visible friendly fighter with the Lumineth
enemy fighters. Realm-lords ( ) faction runemark that
has 1 or more damage points allocated to
them and that is within 12" of this fighter.
[Triple] Lances of the Dawn: Until the end
Then, pick a visible enemy fighter within 12"
of this fighter’s activation, the next time
of this fighter. Roll a number of dice equal
this fighter finishes a move action within
to the number of damage points allocated to
1" of an enemy fighter, pick a visible enemy
that friendly fighter. For each 4+, allocate 1
fighter within 1" of this fighter. Allocate
damage point to that enemy fighter.
a number of damage points equal to the
value of this ability to that fighter.
[Quad] Gravitic Redirection: Allocate D3
damage points to all visible enemy fighters
[Quad] Perfect Strike: This fighter makes within 6" of this fighter (roll for each). In
a bonus attack action. In addition, add the addition, until the end of the battle round,
value of this ability to the damage points halve the Move characteristic (rounding
allocated to enemy fighters by each critical up) of all fighters while they make a move
hit from that attack action. action that starts within 6" of this fighter.

35
LUMINETH REALM-LORDS BRIGHT COMPANY
VAN AR I LOR D HU RAK AN
REG ENT 235 WI N DMAGE 195

3-7 2 3 3/6 3-7 2 3 3/6

1 4 4 2/5 10 4 28 1 3 3 1/4 12 3 22

S CI NA RI TRUESTONE
LO RES E E KE R 125 SENES CHAL 105

3-7 2 3 3/6 1 4 4 2/4

1 3 4 2/4 5 3 18 3 4 16

S CI NA RI W I N D S P EAK ER
CALLIGRAVE 120 S EN ES CHAL 185

3-7 2 3 3/6 10 3 4 1/4

1 2 3 1/4 5 3 18 1 4 3 1/3 12 3 22

S CI NA RI B L A D E L O R D S E N E S CHA L
W ITH S UN META L D UA L
CAT H ALLA R 95 BLADES 145

1 2 4 2/4 1 5 4 2/4

5 3 16 5 3 16

S CI NAR I B L A D E L O R D S E N E S CHA L
140 W ITH S UN META L
EN LIGH TE NE R G R E ATB L A D E 150

3-12 4 4 1/3 2 4 4 2/5

1 3 3 2/4 5 3 18 5 3 16

A LA RITH
STON EM AG E 155 STEEDMASTER 205

3-7 2 3 3/6 2 4 4 2/4

2 3 3 1/4 5 4 20 10 4 22

36
HIG H S E NTINE L 90 HI GH WARD EN 95

1 3 3 2/4 1 3 3 2/4

5 3 12 5 4 12

Th e s e A la r i t h S to n eg u a r d w il l s u f fe r n o i n te r fe r e n c e i n t h e i r e n lig h te n e d q u e s t to p u r i f y
t h e G n a r l wo o d , n o t e ve n f r o m t h e i r s u p p o s e d a l lie s .

37
VAN ARI AUR ALAN VAN ARI AU RAL AN
SENT INE L 90 WARD EN 65

3-15 2 3 1/3 3 3 3 1/4

1 3 3 1/3 5 3 8 5 4 8

ALARITH STON EG U AR D VAN ARI


WITH DI AM ON D P I C K
HAMME R 85 DAW N RI D ER 160

2 3 4 2/5 2 4 3 2/4

3 4 12 10 4 18

A LA RIT H STO N E G U AR D HU RAK AN


W ITH STO N E M AL L ET 85 W I N D CHARGER 145

2 3 5 2/4 10 2 4 1/4

3 4 12 1 4 3 1/3 12 3 18

VAN ARI
B LADELOR D 110

2 3 4 2/5

5 3 12

Va n a r i B la de lo r d

38
SERAPHON
The cold-blooded Seraphon are eternal enemies of Chaos and show no mercy to those who would subvert the Great
Plan laid down by their ancient and mysterious creators, the Old Ones. Their scaled warbands, led by the master
mages known as slann, combine bestial savagery with primordial wisdom and fearsome cosmic power.

SERAPHON FIGHTER ABILITIES SERAPHON HERO ABILITIES


[Double] Tide of Serpents: Pick a visible
[Reaction] Starborn: A fighter can make enemy fighter within 8" of this fighter
this reaction after they are targeted by a and roll a number of dice equal to the
melee attack action but before the hit rolls value of this ability. For each roll of 4-5,
are made. Count up to two critical hits allocate 1 damage point to that fighter. For
from that attack action as hits instead. each roll of 6, allocate 3 damage points to
that fighter.

[Double] Cold-blooded Commander: A


[Double] Nimble Retreat: A fighter can fighter can only use this ability if an enemy
only use this ability if they are within 1" fighter has been taken down by an attack
of an enemy fighter. This fighter makes a action made by them this activation. This
bonus disengage action. fighter makes a bonus move action or a
bonus attack action.

[Double] Voracious Appetite: Pick a [Double] Lead from On High: Add 3 to


visible enemy fighter within 1" of this this fighter’s Move characteristic for their
fighter and roll a number of dice equal to next move action in this activation.
the value of this ability. For each roll of 4+,
allocate 1 damage point to that fighter.
[Triple] Lords of Space and Time: Pick
another friendly fighter with the Seraphon
( ) faction runemark that is within 12"
[Double] Hunting Pack: Pick a visible of this fighter. Remove that fighter from
friendly fighter with the Beast ( ) the battlefield, then set that fighter up on
runemark within 2" of this fighter. That a platform or the battlefield floor, wholly
fighter makes a bonus attack action. within a number of inches of this fighter
equal to the value of this ability.

[Triple] Meteoric Barrage: Until the end


of this fighter’s activation, the next time [Quad] Revivifying Energies: Remove a
this fighter finishes a move action within number of damage points up to the value
1" of an enemy fighter, pick a visible enemy of this ability allocated to each friendly
fighter within 1" of this fighter. Allocate a fighter within 6" of this fighter.
number of damage points to that fighter
equal to the value of this ability.

[Triple] Tearing Bite: Add the value of


this ability to the damage points allocated
by each hit and critical hit from the next
melee attack action made by this fighter in
this activation.

[Quad] Wrath of the Old Ones: Until the


end of the battle round, add half the value
of this ability (rounding up) to the Attacks
and Strength characteristics of melee
attack actions made by this fighter.

S a u r u s O ld b lo o d

39
SERAPHON SCALE-COHORTS
S LAN N
STARMASTE R 265 S K I N K STARS EER 180

12 3 4 3/6 12 2 4 3/6

4 4 32 4 3 20

SAURUS O LD BLO OD 175 S K I N K STARP RI EST 145

1 4 4 2/4 3-7 2 3 3/6

4 5 25 2 3 3 1/4 6 3 18

SAURUS S U NBLO OD 180 S K I N K P RI EST 130

1 4 4 2/5 3-7 2 3 2/5

4 5 25 2 3 3 1/3 6 3 18

SAURUS ETE RNITY TERRAD ON CHI EF


WARD E N 190 230

1 3 5 3/6 1 4 4 2/4

4 4 28 12 3 25

SAURUS SCAR- RI P P ERDACTY L


VETERAN ON COLD ONE 215 CHI EF 235

1 4 4 2/4 1 4 4 2/4

7 5 28 10 4 25

SAURUS SAURUS WARRIOR


AST RO LITH BE AR E R 155 ALPHA 135

1 3 4 2/4 1 4 4 2/4

4 4 25 4 4 16

40
SAURUS GUA RD RI P P ERDACTY L
ALPHA 175 RI D ER AL P HA 220

2 4 4 2/5 1 4 4 2/4

4 5 20 10 4 20

SAURU S KNIGH T S K I N K W ITH METE O R I C


JAV E L I N A N D STA R-
ALPHA 195 B UCK L E R 80

1 4 4 2/5 8 1 3 1/4

6 4 25 1 3 2 1/3 6 3 8

SKINK A L P H A W IT H
B O LTSP IT T ER AN D S K I N K W ITH B O LTS P ITTE R
M O O NSTON E C LU B 105 A N D M O O N STO N E CLUB 75

8 2 1 1/2 8 2 1 1/2

1 4 3 1/3 6 2 12 1 3 2 1/3 6 2 8

SKINK A L P H A W IT H
M O O NSTON E C LU B AN D S K I N K W ITH M O O N STO N E
STAR-BUC K L ER 100 CLUB A N D STA R- B UCK L E R 70

1 4 3 1/3 1 3 2 1/3

6 3 12 6 3 8

TE RRAD ON R I D ER AL P H A
WITH STARST RI K E TE RRAD O N RI D E R WITH
JAVE LIN 195 S U NLE E CH B O LAS 170

8 2 3 1/4 3 3 2 1/4

1 3 4 2/4 12 3 20 1 3 4 2/4 12 3 15

TE RRAD ON R I D ER AL P H A TE RRAD O N RI D E R WITH


WITH S UN L EEC H B O L AS 200 STARSTRI KE JAVE LI N 170

3 4 3 1/4 8 1 3 1/4

1 3 4 2/4 12 3 20 1 3 4 2/4 12 3 15

41
RIP PERDACTYL SAU RU S KNI GHT WITH
RIDER 170 CE LE STITE WARSP E AR 165

1 3 4 2/4 2 4 4 2/4

10 4 15 6 4 20

SAURUS GUA RD 120 K ROXI GOR 180

2 3 4 2/4 2 2 5 3/6

4 5 15 6 4 28

S AU RU S WAR R I O R
W ITH C E L E ST IT E C LU B 85 S K I N K HAN D L ER 70

1 4 4 1/3 2 2 2 1/4

4 4 12 6 2 8

S AU RU S WAR R I O R
W ITH C E L E ST IT E S P E AR 90 S AL AMAN D ER 135

2 3 4 1/4 7 2 4 3/6

4 4 12 6 3 16

S AU RU S K N I G H T
W ITH C E L E ST IT E BL AD E 160 RAZORD ON 145

1 4 4 2/3 12 5 3 1/3

6 4 20 6 4 16

42
SYLVANETH
The Sylvaneth way of war is fluid and wild: the fury of a storm rushing through a tree’s branches. Bolstered by the
energies of Ghyran, the warriors of Alarielle fall upon the enemies of nature without warning, tearing them apart
with jagged wooden talons before slipping away into the sanctuary of the deep forest.

SYLVANETH FIGHTER ABILITIES SYLVANETH HERO ABILITIES

[Reaction] Vengeful Spites: A fighter can [Double] Zephyrspite’s Tail Pincers:


make this reaction after they are targeted Pick a visible enemy fighter within 1" of
by a melee attack action but before the hit this fighter and roll a dice. On a roll of 3+,
rolls are made. For each hit roll from that allocate 3 damage points to that fighter.
attack action that hits, allocate 1 damage
point to the attacking fighter. For each
critical hit, allocate 2 damage points to the
[Double] Swarm of Spites: Pick a visible
attacking fighter instead.
enemy fighter within 6" of this fighter and
roll a number of dice equal to the value of
this ability. For each roll of 4+, allocate 1
[Double] Draw from the Spirit-song:
damage point to that fighter.
Remove a number of damage points
allocated to this fighter up to the value of
this ability.
[Triple] Blessing of the Forest: Remove
up to D3 damage points allocated to each
[Double] Larval Shafts: Add half the friendly fighter within 6" of this fighter
value of this ability (rounding up) to (roll for each).
the Strength characteristic of the next
missile attack action made by this fighter
in this activation.
[Triple] Call to Battle: Until the end of
the battle round, add 1 to the Attacks
characteristic of melee attack actions made
[Double] Shrieking Terror: Pick a visible
by visible friendly fighters while they are
enemy fighter within a number of inches of
within 6" of this fighter.
this fighter equal to the value of this ability
and roll a dice. On a roll of 3+, until the
end of the battle round, that fighter cannot [Quad] Envoy of the Everqueen: Until
make move actions or disengage actions. the end of the battle round, add half the
value of this ability (rounding up) to the
Toughness and Strength characteristics of
[Triple] Enrapturing Song: Pick a visible friendly fighters while they are within 6" of
enemy fighter within a number of inches this fighter.
of this fighter equal to the value of this
ability. Until the end of the battle round,
add 1 to the Attacks characteristic of attack
actions made by friendly fighters with
both the Sylvaneth ( ) faction runemark
and the Scout ( ) runemark that target
that fighter.

[Triple] Walk the Spirit Paths: Remove


this fighter from the battlefield and set
them up anywhere on the battlefield floor
more than 5" from any enemy fighters.

[Quad] Thrumming with Life: A fighter


can only use this ability if an enemy fighter
has been taken down by an attack action
made by them this activation. Remove
up to 10 damage points allocated to
this fighter.
Branchw ych

61
SYLVANETH FOREST STALKERS
TR E E- R EV E N A N T S CI O N
ARC H- R EV E NA NT 260 W ITH P ROTE CTO R G L A I V E 115

2 4 4 2/5 2 3 3 2/5

10 4 25 4 3 15

TR E E- R EV E N A N T S CI O N
B RANCH WYCH 145 W ITH E N CHA N TE D B L A D E 110

3-7 2 3 3/6 1 4 3 2/4

2 3 3 1/4 6 3 20 4 3 15

B RANCH WR AITH 145 FL ITW I N G S CI ON 170

3-7 2 3 3/6 3-10 3 3 1/4

1 3 3 2/4 6 3 18 1 2 3 1/3 10 3 15

KURNOTH H U N TM AST ER REV EN AN T


WITH K U R N OT H S CYT H E 245 S O U LWARD EN 210

2 4 5 3/6 1 4 3 2/4

4 4 32 10 4 25

KURNOTH H U N TM AST ER
WITH K U RN OT H
215 S HAD ESTAL K ER 140
GRE ATSWOR D

1 5 5 2/5 1 5 4 2/4

4 4 32 4 3 15

KURNOTH H U N TM AST ER
WITH K U R N OT H
255 S P ITERI D ER S CI ON 240
GRE ATB OW

3-20 3 4 2/5 2 4 4 1/5

1 3 5 2/4 4 4 32 12 4 25

62
B RANCH NYM P H 140 D RYAD 70

1 4 4 2/4 1 4 3 1/3

5 3 15 5 3 10

KURNOTH H U N T ER W IT H
KURNOTH S CYT H E 185 GO S S AMI D ARCHER 130

2 3 5 3/6 3-10 2 3 1/4

4 4 28 1 2 3 1/2 10 3 10

KURNOTH HUNTER WITH


KURNOTH GREATBOW 195 REV EN AN T S EEK ER 165

3-20 2 4 2/5 1 3 3 2/4

1 3 5 2/4 4 4 28 10 4 20

KURNOTH HUNTER WITH


KURNOTH GREATSWORD 170 S P ITE-REV EN AN T 75

1 4 5 2/5 1 4 4 1/3

4 4 28 4 3 10

T REE- R EV E NA NT S P ITERI D ER
65 L AN CER 185

1 3 3 1/3 2 3 4 1/5

4 3 10 12 4 20

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