Coloured, push-fit plastic — slot them together and use immediately. Click the start the download. Report this file. Sponsored Ads. Account About Us We believe everything in the internet … A solid core of Dryads, a big monster, a caster and powerful melee. Fill the remaining 60points with endless spells. Pick your general based on whichever general trait you want. The story of the Ironjawz; their history and organisation such as it is , guides to the warclans, and details of every unit, character and monster in their army, showing you how to collect and organise Ironjawz for use in games of Warhammer Age of Sigmar This page was last edited on 29 August , at New plastic Beast of Nurgle spotted Looks like the miniwargaming guys have caught a glimpse of the new Beast of Nurgle daemon while behind the scenes at Warhammer Community!
In fact, the big tome for Age of Sigmar is very similar to the Warhammer: The End Times releases, in which they are mostly fluff with only a tiny bit of mechanics thrown in for good measure. Build armies of plastic warriors drawn from the many warring factions that inhabit the Mortal Realms, paint your models to personalise your collection, and take them to the tabletop to play fast-paced games of strategy and action that will allow you to tell your own stories within the Age of Sigmar.
In Barak-Thryng, tradition dictates that ancestor runes and images be cast in metals melted down from weapons of antiquity, so that in a way, the hammers and axes of their forebears still go to war today, albeit in a different form altogether.
To be named a Lord-Magnate of Barak-Nar requires yet further boldness and scores of profitable triumphs. Despite achieving these honours, Brokk Grungsson still strives for more. Brokk Grungsson exemplifies the selfmade Kharadron Overlord privateer. He is rapacious in the hunt for aethergold, and daring in his explorations of the skybound wonders of Chamon.
Brokk Grungsson is the only Admiral that has successfully led a fleet around the Spire, the fabled Horn of Chamon. He personally led the counterraids that ended the season of strife with Barak-Mhornar, and the greater daemon known as the Lord of Chrystal Flame was slain by his hand. Back when Brokk was a beardling, his father, Grung, had failed to make Musterpress during his time at the Arkanaut Academy and instead found work in the docks.
As a result, Grung was always telling his son stories of a life of aeronautical adventure, the one he himself had yearned for. Fed upon all the tales of famous Captains, Brokk vowed to make his mark, aiming for nothing less than to rise to the rank of Grand Admiral of the Council. After only a decade aboard the airfleets Brokk was named Captain, when his predecessor was lost during an attack by a rampaging harkraken. Upon leading a fleet to drive off the greenskins that had overtaken the floating isle of Madralta, Barak-Nar named Brokk Grungsson LordMagnate.
Short of being elevated to the Admirals Council, this is the highest honour that can be paid to an Arkanaut commander. It granted him the right to wear a zhaktopper — a symbol of great status amongst Arkanauts. Despite bringing trawler-loads of riches into Barak-Nar, Brokk Grungsson has yet to achieve his goal of a seat on the Admirals Council. Although he has not yet matched the levels of profit generated by the current six members, he is closing quickly, and the fact that the present incumbents have amassed their wealth over several centuries whereas Brokk is still reckoned young by the lives of duardin has made his meteoric ascent even more spectacular.
Putting his growing wealth to use, Brokk commissioned a magnificent custom-built dirigible suit from the Master Endrineer Durek Coghammer of Barak-Zilfin. Brokk has perfected the art of landing amidst a melee, dropping the not-inconsiderable weight of his oneduardin flying suit right on top of his target whilst slashing around him with the whirring blade of his aethermatic saw.
No title of nobility shall be granted by the Kharadron Overlords. Titles and ranks are earned by mehret. To maintain their lofty stations, each must bring constant success to their ships and crew, weighing risks while remaining ever watchful to ensure that all actions adhere to the Code.
The airships of the Kharadron Overlords are led by two hierarchies of command: fleet-commissioned officers and warrant officers. If success is not met during a journey, and there is no confidence in the situation improving, these officers can be replaced according to the strictures of the Code. The warrant officers — the technicians and specialists — are not commissioned by the fleet but are instead given warrants and contracts approved by their guilds.
An Admiral does not have a ship of his own, as each ship has a Captain at the wheel, but will nominate one craft as his flagship. It takes success and tremendous profit for a duardin to catapult themselves into the upper echelons of the airfleets, and individuals that have done so are battle-scarred veterans that have seen countless wars, boarding actions and aerial bombardments. Whether ordering tactical manoeuvres, directing concentrated firepower or coordinating land and air forces, an Arkanaut Admiral is first and foremost a leader.
Yet Admirals do not earn their rank by issuing commands alone, nor do they lead from the rear. Using their high share of profits an Admiral can outfit themselves with thick plates of Arkanaut armour, and back-mounted generators that fuel an aethermatically powered sskalfhammer so that it impacts with enough force to crack boulders. A sidearm is standard, typically a multi-barrelled volley pistol. The armour of these specialists incorporates an array of high-tech tools, including quadbreather apparatus that allows them to sniff out aether-gold hidden within thick cloud banks.
Endrinmasters are senior members of the Endrineers Guild responsible for the upkeep of the fleets, and they take great pride in the speed and firepower of the craft under their auspices. They can strip down and reassemble an aether-endrin while hanging upside down miles above land, and pick out a single misalignment amidst thousands of moving cogs using a mechanical intuition that other races might call magic.
Masters of the guiding winds, Aetheric Navigators are aero-cartographers, atmospheric map-makers that help chart courses, find currents and steer along perilous trade routes. Even the most journeyed Admirals value the counsel of an Aetheric Navigator, for they can see barometric eddies and electro-aetheric vortices, and can plot a course through such hazards.
Using a plethora of mechanical wonders, an Aetheric Navigator can influence the winds to gain the weather gauge, speed up his fleet or slow down flying foes. They can even call upon aetheric currents to disrupt enemy spells, and their keen eyes ensure that they are proficient in the use of firearms. Skyriggers, meanwhile, are specialists capable of independent flight, who use their great manoeuvrability to support the airfleets. Bristling with weaponry, its deep cargo holds can be laden with aether-gold or it can be loaded to the gunwales with Arkanaut Companies or Grundstok Thunderers.
Although each sky-port maintains larger fighting craft, some of immense proportions, they are costly to maintain. To date, the Ironclad is the largest vessel routinely seen in the airfleets. Such size restrictions are not by choice, but because of necessity. It was long believed by shipwrights that the Arkanaut Frigate was as large a craft as could be held aloft with a single buoyancy endrin, and multiple endrins make fuel consumption prohibitive.
However, duardin ingenuity should never be underestimated — a more powerful endrin and highly refined aether-fuel allowed for an incremental gain in the tonnage that could be lifted. Expensive to build and maintain, the loss of an Arkanaut Ironclad is a great blow to the sky-port from which it issued. To better protect the investment it represents, an Arkanaut Ironclad bears thick armour in the form of multiple layers of riveted iron plates.
When an Ironclad sails to battle, a battery of bow-mounted gas carbines rains death upon the foe. With a whoosh followed by the blast of firing jet-endrins, aethershock torpedoes are launched, their streaking contrails terminating in massive explosions.
Racks of grudgesettler bombs are released, blasting gaping holes in ground targets. In order to conserve fuel, Skyriggers often hook onto Arkanaut Ironclads or Frigates and trail behind the airships, detaching themselves and flying away as targets of opportunity arise.
They bear rapid-fire rivet guns and aethermatic saws for conducting airborne repairs, flying to wherever they are needed in order to patch up damage to a ship. In need, Endrinriggers can put their high-powered tools to deadly use, riddling the foe with red-hot rivets or slicing through armour, flesh and bone with their whirring sawblades.
Skywardens are elite members of the Arkanaut crews, a form of aerial cavalry that can scramble to aid the fleets. They use potent, heat-generating vulcaniser pistols to fell foes before lowering their skypikes and charging in to finish them off. Each Skywarden is equipped with skymines for harrying flying foes, and a timed explosive.
The entire crew or equivalent must vote. In duardin society, where age, experience and beard length are much venerated, such individuals are seen as the givers of sound counsel.
The backbone of the sky-fleets, these ships sail above the battlefield with their guns blazing, delivering Arkanaut Companies straight into the thick of the fight. In its design, a balance was struck between speed, transport capacity and firepower to create a versatile craft that could serve as the mainstay for the airfleets.
With its sleek hull and powerful buoyancy endrin, the Arkanaut Frigate is fast enough to escape a ravenous lumprey, and has enough power to pull clear from the gravitational drag of a density hole.
Among the core vessels of the airfleets, only the Arkanaut Ironclad bears more firepower than the Arkanaut Frigate. The ship is similarly well defended against aerial threats — many a harkraken tentacle has snaked out of the clouds seeking to grasp an Arkanaut Frigate, only to be repelled by exploding skymines. Arkanaut Frigates can be found throughout the airfleets.
They form the backbone of the patrols that secure the airspace around every major sky-port. For lesser trade ventures, Arkanaut Frigates may even haul goods, although typically they act as escorts to the trade fleets. In small-scale mining operations, Arkanaut Frigates perform all the associated ship duties — hunting aether-gold seams, cloud dredging and siphoning, and transporting the unrefined gases. In larger operations, the Arkanaut Frigates are still used but their role centres around protecting the vulnerable mining trawlers and tankers.
Yet the versatile nature of the Arkanaut Frigate should not distract from the fact that the Kharadron Overlords designed it as a ship of war, and it is in battle where the craft truly excels. During the breaking of the daemon blockade of Barak-Zon, Arkanaut Frigates of all the sky-ports assumed a line abreast formation. They poured forth such prodigious firepower that not only was the arcane chain that threatened to strangle the floating city broken, but the flying daemon hosts were utterly obliterated.
Even a trio of Arkanaut Frigates possesses a terrifying amount of firepower, as was proven at the battle over Grimlock Pass. There, a small fleet out of Barak-Nar was enough to break the charge of Waaagh! Ironteef, saving several mountaintop trading posts in that region.
No greenskins have dared enter the pass since. Most are armed with pistols and stout cutting blades, allowing them to pepper the enemy with shots before engaging them at close quarters. The Arkanaut Companies are a hardened lot, toughened not only by battle but also the daily challenge of aeronautical life. They spend whole wind cycles at a time aboard their craft, crammed into tight quarters.
What seemed like easy sailing can become a treacherous journey with little warning, whether due to sudden and severe climatic change or attacks from airborne raiders and monsters.
Simply standing watch at high altitude is an ordeal, for even within Arkanaut armour a duardin becomes wind-bitten, their skin hardened by the strange metallic airs that drift far above the clouds of Chamon. Special rebreathers built into their helms and masks filter toxic vapours as the Arkanauts work long shifts scanning the horizon for foes, searching for the telltale shimmer of aether-gold veins, or watching out for the oncoming specks that all too quickly can resolve into roaring packs of manticores.
Every black cloud that passes might harbour a harkraken, and enemy fleets — from those of rogue sky-ports to airborne grots — can attack from any angle. Despite the many dangers of life on the sky-ways, there are always more duardin who wish to become Arkanauts, eager for their chance to earn great wealth.
In the days of the Sky Exodus, the growing airfleets were crewed by clans. When the Code was established, however, meritocracy supplanted the old ways, and so recruiting practices changed.
Those sought to serve in the Arkanaut Companies were not simply able bodies connected by blood, but the boldest of their kind. At the day of Brynruf — when the sun shines gold over Chamon — the different Arkanaut Academies of every sky-port hold a six-day competition.
Only the highest achievers are allowed into the Arkanaut Academies, the training facilities where airfleet veterans conduct military drills and teach aeronautical skills. On Musterpress days, Captains arrive to observe the drills, and they may choose to recruit new crew members by purchasing contracts, often to fill the places that have become available through death or injury. Those selected join the Arkanaut Companies will endure any number of rites and rituals sacred to their new fleet, ship or both.
Those passed over after three Musterpresses must instead settle for lesser positions, often on mining or fishing vessels, or as dockworkers.
Once oathsigned into contracts, the highly professional Grundstok Gunhaulers and Thunderers will do all in their power to ensure the safety and success of the ships in their charge. To the Kharadron Overlords, the name Grundstok is synonymous with elite military prowess. Founded soon after the Sky Exodus, the rise of the Grundcorps has paralleled the growth of the burgeoning empire of the Kharadron Overlords.
Now, their training academies can be found in all major sky-ports, and even some minor ones. Their mission has remained the same since they were established by Belegrimm Grundstok, in the days when he trained units of crack shots.
It is a duty they evidently perform well, for Grundcorps business is flourishing. They are two-duardin vessels tasked with eliminating threats before they have a chance to endanger the ships under their care. In this the Grundstok Gunhaulers are ideal, for they are fast and agile craft, being little more than a gun platform carried aloft by a buoyancy endrin.
Working alone, a Gunhauler will dart about and harass the foe, seeking targets of opportunity or provided supporting fire to larger vessels. When operating in a hunt squadron, the fighters swarm, concentrating their fire to bring down powerful targets. The protection of the fleet is paramount to the Grundpilots, and in desperate need T he Indomitable groaned and lurched as something heavy struck it. In the lowest hold the Grundstok Thunderers assumed broad stances to maintain their footing.
A few of the more recent recruits looked at one another as a new sound could be heard — the telltale pinging of small-arms fire ricocheting off the lower hull.
It was a sure sign they were getting closer to the action. Twice the ready-orb blinked, and the tension mounted in the cramped confines. I want a clean deploy. I want an Ironwall formation, centred on Droggins. Keep an eye out for enemy artillery — if you they will steer their craft to interdict enemies or even absorb incoming fire. Despite its smaller size relative to other Arkanaut vessels, the Grundstok Gunhauler is nonetheless a sturdy craft thanks to duardin endrineering, and can sustain substantial damage while still remaining aloft.
Waste no duardin blood on unguz throlt. When an error occurs in the brewing of alcohol and good ingredients are lost, it is regarded as a tragedy among duardin. The thick hull no longer muffled the sounds of battle.
One after another, the Grundstok Thunderers dropped down the hatch, their gauntlets sparking as they slid down the mechanised ladder, plunging down into the chaos below.
The endless training and drilling conducted by the Grundstok Academies results in high standards of discipline and marksmanship in their graduates — upon commands from their officer, the Grundcaptain, they march, wheel and ready their aim with aweinspiring speed and precision. Firing in near-perfect synchronicity, a line of Grundstok Thunderers temporarily disappears among eye-searing flashes and weapon reports as they unleash a storm of munitions that can halt even the most well-armoured foes in their tracks.
The Grundstok Company spares no expense in outfitting their warriors, and each is equipped with the finest arms and armour available to the Kharadron Overlords. Aethershot rifles shoot a hypercharged blast of aether that condenses mid-flight into a solid round, and combine a high rate of fire with impressive stopping power.
The aethercannon operates on a similar principle, but is a heftier model that fires rounds of a much larger calibre. The fumigator, meanwhile, belches forth a cloud of noxious fumes, while the decksweeper fires a wide spray of aether-grain shot, ideal for repelling enemy boarding actions. The Grundstok mortar lobs a high-arcing shell that terminates in a blinding explosion of lethal aether-energies.
Furthermore, it is tradition for units to be accompanied by an aethermatic bird known as a drillbill, in honour of the original one that was taken to battle by Grundstok himself. Grundstok Thunderers are transported aboard an Arkanaut Frigate or Ironclad, and form an invaluable reserve that can be deployed quickly to wherever they are needed.
Borne by one-duardin aether-endrins, Skywardens and Endrinriggers boldly take the fight to the foe. Skywardens scramble from behind the cover of an Arkanaut Ironclad to launch a well-timed counter-attack.
After repairing damaged Arkanaut airships, Endrinriggers move out to engage the foe themselves. Well drilled, a formation of Grundstok Thunderers takes aim, preparing to obliterate their targets with aethershot. Grundstok Thunderers from Barak-Zilfin eradicate a verminous nest that threatens nearby trade outposts. An Arkanaut Admiral leads the charge while his capital ship swoops overhead to provide supporting fire.
The weight of fire laid down by a Grundstok Thunderer gunline can be truly devastating. No foe, dead or alive, can stand between the Kharadron and the chance to plunder. Bound by oathsigned contract, the Grundcorps will fight to the last to guard the ships under their protection.
An Endrinmaster prepares to smash the daemons of Tzeentch into oblivion with his aethermight hammer. Swift-moving, a trio of Grundstok Gunhaulers speeds ahead of the main fleet to intercept enemy fliers.
An Arkanaut Admiral wades into the fray, supported by a squadron of Skywardens. Their first mission is to find and destroy the greenskin army that sacked the Narr Outposts, before seeking out aether-gold seams above the little-explored Ferrium Mountains. In Barak-Zon a fleet is most commonly named after the Admiral that leads it, but in Barak-Zilfin it is usually given its own name. The Arkanaut Companies of this fleet play a vital role, using the manoeuvrability and firepower of their Frigates to take the fight straight to the enemy, sailing forward with guns blazing before rapidly deploying from their holds.
The Grundstok Gunhaulers and Skyriggers are usually held in reserve, serving as a protective screen around the Ironclad, but they are always on the lookout for targets of opportunity.
Their fantastical landscapes are an endless source of inspiration for your own projects, be they a fleet of Kharadron Overlords or a different faction altogether.
This battletome is just the start of your exciting journey. One of the greatest joys of collecting Citadel Miniatures can be found in the modelling and painting of your collection. Nothing beats seeing a fully painted army in a well-crafted setting — an epic fantasy world recreated in miniature, with all the pageantry and spectacle that comes with it.
Some people revel in treating each miniature as a work of art, lavishing attention on every inch and painstakingly crafting scenic bases. Others prefer to assemble legions of warriors in matching liveries, focussing on the spectacle of massed ranks.
A fully painted Kharadron Overlords sky-fleet is particularly striking on the tabletop, as their trademark skyvessels and aethermatic technology are unlike anything possessed by the other races and factions of the Mortal Realms. Take your time to think about your chosen paint schemes, as those you decide on will give your models their character and define who they are. In the case of the Kharadron Overlords, the colour scheme you choose may well determine what special rules and abilities your army will benefit from on the tabletop pg For example, if you paint you miniatures in the blue and yellow livery of Barak-Zilfin, your skyvessels will be swifter and harder to bring down!
The act of painting Citadel Miniatures is extremely rewarding. The more you put in, the more you get out. Painting allows you to explore your miniatures, unlocking their potential and bringing their detail into focus. Taking the guesswork out of painting, the Citadel Paint System consists of a number of techniques that use several different formulations of paint, each of which is applied with its own specially designed brush.
Base paints contain a high percentage of pigment, and deliver bold, intense colour that provides the foundation for the paint scheme. Neat basecoats are key to a great-looking miniature, and two thin coats are almost always better than one thick coat. Once it has dried, you can break out your brushes and start bringing your miniature to life. They are usually applied all over an area as a wash, or painted directly into recesses such as the gaps between armour plates.
The guides are available for free on games-workshop. Why not take a moment to check them out? Dry Compounds are applied using a technique called drybrushing, which involves passing a very lightly loaded brush rapidly across the model to apply a dusting of colour to the raised detail.
Layer paints are brighter colours than Base paints, and have a smoother consistency. They are usually applied all over an underlying Base colour to achieve a more vibrant hue, or are painted in focused lines along raised areas and edges as highlights. Their ancestor icons are highly polished out of respect.
Apply a layer of Warpstone Glow, leaving a small area of black at the top. Now, paint a crescent of Moot Green around the bottom edge. Next, paint an even thinner crescent of Yriel Yellow to outline the shape. Lastly, apply Waystone Green to the entire area to give it a gloss sheen. Soulstone Blue painted over gold gives a deep bluegreen effect. Waystone Green painted over gold leads to a more yellow-green result.
When painted over gold, Spiritstone Red takes on a dark orange hue. Soulstone Blue painted over Leadbelcher gives a colder effect. A Leadbelcher base emphasises the blue pigment in Waystone Green.
Spiritstone Red painted over Leadbelcher looks more menacing. Soulstone Blue over white contrasts strikingly with brass and gold. A coat of Waystone Green over white gives the feeling of strange energies. When used over white, Spiritstone Red takes on an eerie translucency. This example uses a Leadbelcher basecoat — two thin coats works best. This time we used a couple of thin layers of Ceramite White as a basecoat. The following three techniques use different Technical Paints to achieve several styles, all over the same base paint.
They are all quick and effective. Whereas a gold basecoat will slightly alter the hue of these technical paints, a silver basecoat is better if you want to maintain its original colour. Painting these Technical paints over a white basecoat gives the impression of light shining out from within the vessel. Add Nihilakh Oxide in the recesses, then add a few dribbles to the hatch edges.
Alternatively, for a darker effect, add thinned Sotek Green into the recesses. Then add Temple Guard Blue into the deepest recesses to intensify the effect. Next, add Baharroth Blue dots to the deepest points of corrosion. To add scratches, add dashes of Russ Grey on the blue areas, and Ushabti Bone on the yellow area. Use Mournfang Brown on the yellow area and Rhinox Hide on the blue areas.
These should be carefully applied with an Artificer Brush if possible. They are simple enough to achieve with a few techniques. Start by painting a simple cross of Averland Sunset.
This acts as a basis for the rest of the symbol. Next, add a line connecting the bottom of the cross, and two thinner lines as a basis for the axe heads. Fill out the shape of the axe heads by adding small triangles, cutting in with the base paint if necessary.
Then, use Plastic Glue to affix them to the base. Shake off the excess sand and return it to the pot. For the sand, Rhinox Hide was used as a basecoat and Ryza Rust was drybrushed in patches. Here, the stone was painted Stormvermin Fur, and the brass Warplock Bronze. This red-desert effect was achieved with Martian Ironcrust Technical paint drybrushed with Eldar Flesh. The masonry was painted with Stormvermin Fur and Retributor Armour.
This example uses Stirland Battlemire with a drybrushing of Dawnstone. Sub-assemblies involve building and undercoating certain parts of a miniature separately to speed up the painting process, while kitbashing is a way of customising your miniatures with other components from the range to add that personal touch to your collection.
Taking great care, cut out the runic stone from the ring of the standard. Trim away the bottom section of the stone using the lowest line as a guide. Now, attach the stone to the trimmed hammer to form a unique weapon.
These include powerful allegiance abilities, warscrolls and warscroll battalions that describe the redoubtable forces of the Kharadron Overlords, for you to use in games of Warhammer Age of Sigmar.
When your army qualifies for more than one allegiance — e. These restrictions aside, you can use allegiance abilities whenever you play games of Warhammer Age of Sigmar. The Sky-ports: The airborne cities of the Kharadron Overlords each have their own proud traditions and distinct ways of making war based upon their interpretation of the Code.
So this tool was designed for free download documents from the Age of Sigmar 3. October October 6, November December Check out daily posts from the team here at Warhammer HQ, and share pictures of your own miniatures with the global Warhammer Age of Sigmar community..
The page rulebook covers the fundamentals of the miniatures wargame.. Learn how to paint your models with step-by-step guides broken down by game system, faction, model, and painting method. This website uses cookies to personalise content and advertising, and to analyse our traffic.
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