To reach the apex of Kharadron society, one must be a single-minded tycoon – seizing assets, brokering deals, and training the guns of your family skyvessel on your rivals. Success and profit are obviously the result of hard work and not luck or family ties, but you cannot have a society that values wealth and hierarchy without have-nots.
Those who fail in their climb to the top – left without ships or dismissed from the Arkanaut Companies – are sometimes drawn to the Vongrim Guild. An organisation accepting of those who have fallen on bad times, it finds loopholes in the Code to justify unorthodox tactics. And as the rise of Chaos threatens law-abiding sky-ports all over the Mortal Realms it’s finding more work than ever…

Vongrim Salvagers are instrumental in helping other Kharadron stake their claim on seams of aether-gold. With a well-aimed shot from their Spotter’s Flaregun, they can illuminate an objective – improving the hit rolls of Skyfarer units, and bolstering the rend of Vongrim Salvagers and Harpoon Crew units.
Salvagers wade recklessly into combat swinging Vongrim cutlasses with Crit (2 Hits) – alarmingly choppy for an army that prefers to handle their foes at arm’s length.

Any combat phase
SPOTTER’S FLAREGUN
Firing this flaregun sends a message to all nearby Kharadron: this place is claimed and must be defended.
Declare: Pick an objective within 9" of this unit to be the target.
Effect: Roll a dice. On a 3+, apply the following effects for the rest of the turn:
Add 1 to hit rolls for combat attacks made by friendly SKYFARER units that target a unit that is contesting the target objective.
Add 1 to the Rend characteristic of melee weapons used by friendly Vongrim Salvagers and Vongrim Harpoon Crew units that target a unit that is contesting the target objective.
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg |
Vongrim Cutlass Crit (2 Hits) | 3 | 4+ | 3+ | 1 | 1 |
Leaping into combat with them on modified endrins, the Vongrim Harpoon Crew are a monster-hunting cohort obsessed with tracking and killing skybeasts in revenge for past attacks.
Light Endrinpacks allow this eager crew to hop 2D6” in the Combat Phase, darting around lumbering beasts or leaping over screens of infantry to target vulnerable units and heroes beyond.

Any combat phase
LIGHT ENDRINPACKS
The aether-powered backpacks worn by the Vongrim allow them to travel light and swift.
Effect: If this unit is in combat, it can move 2D6" but must end that move in combat.
RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg |
Skydrake Harpoon or Firearm Anti-Monster (+1 Rend) | 12″ | 2 | 3+ | 3+ | 1 | 1 |
Either unit makes a profitable addition to any admiral’s sky-fleet, and you can also make use of their talents in the Armies of Renown in Battletome: Kharadron Overlords. The Magnate’s Crew is a completely skyborne force centred around either the infamous Brokk Grungsson, Lord-Magnate of Barak-Nar, or perhaps a less combat-savvy Magnate of your own invention who hides away in an Arkanaut Ironclad that gains the Hero keyword.
Magnates don’t build their empires entirely through profit – quick thinking, novel strategies, and Bold Moves are key to success, and once per battle they can call their army to perform an Emergency Launch roll to duck out of combat or reposition themselves around a bewildered enemy unit they’re in combat with. That money does however provide a Magnate’s Crew with Cutting-edge Endrinpacks, which give D3 infantry the chance to double their speed once per turn.

One Per Turn (Army), Your Movement Phase
CUTTING-EDGE ENDRINPACKS
The Lord-Magnate outfits his soldiers with the latest and most agile endrinharnesses.
Declare: Pick up to D3 friendly Magnate’s Crew Infantry units that are wholly within 9" of a friendly Magnate’s Crew Skyvessel to be the targets.
Effect: Double the targets’ Move characteristic for the rest of the turn.

One Per Battle (Army), Your Movement Phase
BOLD MOVES
Massive profits alone have not taken Brokk Grungsson to the apex of Kharadron society. His uncanny ability to take his foes off-guard has proven just as valuable.
Declare: Pick any number of friendly Magnate’s Crew Infantry units that are in combat to be the targets. Make an emergency launch roll of 3D6 for each target.
Effect: Each target can move a distance up to the value of its emergency launch roll. It can move through the combat ranges of any enemy units but cannot end that move in combat with an enemy unit that it was not in combat with at the start of the phase.
The target(s) cannot use Charge abilities for the rest of the turn.
KEYWORDS: CORE, MOVE
The second Army of Renown is the Pioneer Outpost, built around the Zontari Endrin Dock. This force eschews the use of larger Frigates and Ironclads for strike teams of infantry backed up by nimble Grundstock-Gunhaulers.
You can find rules for the Vongrim Guild units, both Armies of Renown, plus a pair of Regiments of Renown in Battletome: Kharadron Overlords, which is available to pre-order on Saturday.