For the Kharadron Overlords, innovation begets profit. Every new, shiny piece of tech provides more opportunities for discovering aether-gold and exciting new methods for staking a claim. This usually boils down to creative ways of shooting at people until they leave said aether-gold alone, but looking good while doing it. Appearances are everything!

With corruption spreading across the Mortal Realms, Kharadron Admirals have been quick on the uptake with new tech, especially as they wouldn’t want to appear outgunned by madcap Warlocks of the Clans Skryre.
Battletome: Kharadron Overlords retains its battle traits for high-flying skyvessels that can give infantry a lift – though this is now restricted to your turn, and for units not in combat. You can also nominate one of your vessels to be The Flagship of your sky-fleet, a typical loophole in the Code then allows you to take two great endrinworks from an inventory of six.
Hegsson Solutions ‘Old Reliable’ Hullplates provides a Ward (5+) against shooting attacks, while Grandiose Fuselage ups your Control characteristic by five. Also flying off the shelves are Tracer-Fire Rounds, which let you ignore negative modifiers to hit rolls, if all your ship’s guns are pointing at one target. Your Admiral can even nominate the flagship for a once per battle salvo that has the benefit of re-rolling hit rolls of one.

Passive
HEGSSON SOLUTIONS ‘OLD RELIABLE’ HULLPLATES
These hull plates are renowned for their ability to absorb damage without failing.
Effect: This unit has Ward (5+) against damage inflicted by Shoot abilities.
Your Shooting Phase, Reaction: You declared a Shoot ability for this unit
TRACER-FIRE ROUNDS
Imported Excelsian glimmerings have been worked into the casings of these rounds, causing them to subtly correct their trajectory to their target.
Effect: If all of the attacks target the same enemy unit, ignore negative modifiers to hit rolls for those attacks.
With extremely hazardous environments punctuating the Mortal Realms in the aftermath of the Vermindoom, Null-Khemists are becoming ever more popular. The magic-quashing aura their suits project provides nearby Skyfarer units a Ward (5+) against mortal damage from Spell, Prayer, and Manifestation abilities.

When they get stuck in with their null-gas extinguisher, all the anti-magic doohickeys within the nullsuit ensure the vapour has a deleterious effect on Priests, Wizards, and Manifestations – besides them choking on noxious fumes. Even their prospecting clamp gets in on the action, crushing enemies with four attacks dealing two damage apiece.

RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg |
Null-gas Extinguisher | 8″ | 3D6 | 2+ | 4+ | 1 | 1 |
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg |
Prospecting Clamp | 4 | 3+ | 4+ | 1 | 2 |
Passive
NULLSUIT
A product of cutting-edge aethermatics, the nullsuit is designed to dampen magic and eliminate those who wield it.
Effect: Double the Damage characteristic of this unit’s attacks that target a Priest, Wizard or Manifestation.
With more claims needing protection than ever before, the Zontari Endrin Dock has also become a staple deployment alongside sky-fleets. This floating platform – manned by one very overworked duardin – is the perfect staging area for repairs and the creation of sophisticated Auto-Endrins.

Skyvessels can dock with the platform and Heal (3) if a successful repair roll of 4+ is made, which can be nudged to a 3+ if there is an Endrinmaster nearby. Its complement of Auto-Endrin drones are the main attraction, however. Powered by complex aether-algorithms, these devices roam the battlefield performing set tasks.
The Nullifier Auto-Endrin can attempt to zap Manifestations into nonexistence with a 3D6 banishment roll, the Stuncloud Auto-Endrin stupefies foes and robs them of their Control score, and the Grudgeblast Auto-Endrin simply self-destructs and takes enemies with it. Each has a movement of 12”, Health 5, and a 4+ save, and a set of special rules – similar to Manifestations* – and can be replaced as many times as you need by the Zontari Endrin Dock if you roll well enough in your hero phase.

Once Per Turn (Army), Any combat phase
NULLIFIER AUTO-ENDRIN
This Auto-Endrin carries a gigantic null-field emitter for dispelling magic.
Declare: If this unit is a Nullifier Auto-Endrin, each enemy Manifestation in combat with it is a target.
Effect: Make a banishment roll of 3D6 for each target. If the banishment roll equals or exceeds the banishment value on the Manifestation’s warscroll, it is banished and removed from play. Then, remove this unit from the battlefield.

Once Per Turn (Army), Any combat phase
GRUDGEBLAST AUTO‑ENDRIN
This device is equipped with a precision charge for demolition work.
Declare: If this unit is a Grudgeblast Auto-Endrin, each enemy unit in combat with it is a target.
Effect: Roll a D3 for each target. On a 2+, inflict an amount of mortal damage on the target equal to the roll. Then, remove this unit from the battlefield.
If you’re a Kharadron Admiral who is a little bit down on their luck, with coffers looking bare, and you’ve got a difficult job that needs to be done and the local Arkanaut Company are raising their eyebrows at the terms of contract… you might need to look elsewhere for muscle. Thankfully the Vongrim Guild has what you need in spades, and they will be our focus for Wednesday’s article.
* Not exactly the same rules, however, as these are fine pieces of duardin engineering, not some nonsense thaumaturgical apparition.