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Plan Daring Bombing Runs and Risky Landings With the New Kharadron Overlords Battletome

The Kharadron Overlords are shipping out from their skyports, seeking aether-gold to fuel their airborne war machine. These stout warriors haven’t spent the Era of the Beast polishing their beard armour. They’ve been fastidiously tinkering with their ships and – with carefully-phrased permission from their Codewrights – finding cunning new ways to use them in battle.

AoS KOShipRules Mar01 Terrain

The mightiest ships of the Kharadron Overlords can ferry sky-mariners safely across the battlefield, and the new battletome streamlines the rules for these vital vessels. Arkanaut Ironclads and Frigates are now governed by the Sky-fleets rule, which covers all the intricacies of embarking and disembarking. 

Kharadron SKYFARER units can start each game aboard a TRANSPORT VESSEL, or hop aboard if they finish their move within 3" – even if their new ride has already moved. Exiting is just as easy – so long as the ship hasn’t moved that turn, your duardin can hop out and move normally.* Embarked units also get a list of rules to clarify exactly how they work.

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All SKYVESSELS have become more flexible, thanks to Iron Sky Command Abilities that can be issued by the ships themselves. These encompass the Fly High and Disengage abilities that every Admiral knows by heart, allowing ships to hop around the battlefield and escape from disadvantageous combat situations. 

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These abilities now cost a command point, but damage is no longer a consideration – even a rickety Frigate at one wound can peace out of a tricky situation. Ships laden with troops can also make speedy Combat Landings, disgorging angry gun-toting Kharadrons onto the battlefield at the end of the movement phase, just in time to unleash a furious salvo.

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Experienced Arkanaut Admirals have the complete confidence of their crew. The Admiral’s Flagship will consistently spearhead daring assaults – especially when there’s a sniff of treasure on the wind – and can receive a free command each turn.** 

Disengage and shoot on your turn, then Unleash Hell or ready an All-out Defence the turn following. All without spending a single command point!

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Ironclads boast an impressive carrying capacity of 22 SKYFARERS, a reinforced 20-wound hull, and an impressive complement of weapons including carbines, torpedoes, and a choice of prow weapon. These floating fortresses can undertake glorious bombing runs, soaring over enemy units and unleashing their deadly payload. At max strength, an Ironclad will roll 10 dice, scoring mortal wounds for each 4+.** 

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There are plenty of other tweaks for those magnificent duardin and their flying machines in Battletome: Kharadron Overlords, which goes on pre-order this Saturday. Later this week, we’ll be cranking a Frigate up to ramming speed and exploring its new battlefield role in more depth.

* You also can’t disembark within 3" of any enemies, or embark while ship or squad are within 3"... usually, anyway.

** If Kharadron Overlords love one thing more than profit, it’s free stuff.

*** Smaller boats also carry bombs, just less of them.