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Kharadron Overlords Prospectors Warcry Warband – Guide, Tactics and Overview

The Kharadron Overlords Prospectors are a warband for the skirmish game Warhammer Age of Sigmar: Warcry.

You can find all the cards to play this warband in the “Sentinels of Order” battletome that was released in December 2020.

They are a versatile warband with good flying and excellent shooting attacks, so if you like wearing down you opponents at a distance and then flying in to finish them off with spears, bombs and chainsaws, they might be just the right warband for you.

This article is part of a larger series of warband guides.

 You can find all of our Warcry content here

What changed in the new edition for the Kharadron Overlords Prospectors warband?

Kharadron Overlords are one of the factions that changed the most. Apart the point adjustments and some Leader wounds going down, there were other changes like some ranges have been tuned so that the Endrinmaster with Dirigible Suit extended his max range to 12″, all 3-20″ ranges from Drill Launchers, etc, are now 6-20″, and the Aether-Khemist gained a 6″ ranged attack.

There were few more changes, in number of attacks (mostly going down), but also damage. The most significative the Grundstok Thunderer with Aethercannon now with a single attack but for 5/10 damage.

Some abilities changed as well with some Triples becoming Double and vice versa.

Briar and Bone added an optional battle trait. The Codewright was added to the roster.

Davids Kharadron Overlord Warband for Warcry
David Ivarsson at @Sliverminiatures has painted this lovely Kharadron Overlord warcry warband

Background and Lore of the Kharadron Overlords Warband

In the blood-soaked arenas of the Eight-points, there is probably no faction of fighters that seem quite as out of place as the Kharadron Overlords. They’re not really fighters at all, actually: While you can encounter other duardin in Warcry that worship Chaos (like those two dual-wielding lunatics from the Iron Golems and Spire Tyrants warbands) or the warrior-god Grimnir of the Fyreslayers, the Kharadron Overlords only worship progress and profit.

The Kharadron Overlords are merchants, explorers and privateers of the skies of the Realm of Metal, where they have lived and thrived since the Forces of Chaos destroyed their mountain strongholds in the Age of Chaos. Since neither tradition nor religion did them any good in the fight against Chaos, they have built their society around technological innovation and a loose set of rules for cooperation called the Kharadron Code.

Since Sigmar built the Free Cities across the Realms, the Kharadron have established themselves as the connective tissue between the scattered enclaves of the Forces of Order: They provide transportation, trade routes, mercenary bodyguards and cutting edge technology to the Free Cities – all for the right price, of course.

The Kharadron aren’t as durable as their Fyreslayer cousins, and they have long forgotten the rank and file type of warfare their Dispossessed ancestors used to practice. Instead, they protect their financial interests with a diverse array of guns and contraptions powered by aether-gold, a valuable gas they harvest from the skies of their homelands, and which works as a kind of fusion engine for keeping their airships afloat and shooting rays out of their guns.

While the Kharadron aren’t as strong as their ancestors, they are just as foolhardy and fearless: According to their campaign rules, their reason for being in the Eightpoints is that they’ve invented a new gun, and they wanted a cool place to make a field test of it. Lesser folk might have argued that they could have tested it on an aethershark back home, but leave it to the Kharadron to go look for profit and research opportunities in the unlikeliest and most dangerous of places.

In Warcry, the Kharadron show their unusual way of waging war in mainly two ways: 13 of their fighter types can fly due to the aether-powered balloon they carry on their back, and with a few exceptions, their fighters all have a shooting attack (and there are 14 different shooting attack profiles to choose from).

The non-flying fighters are very slow, and they are not the most durable of fighters, but their abilities let them teleport, make their leaders and their retinue stronger when they are carrying treasure, and disengage from combat in different ways.

This makes them a very specialized warband that can really control the battlefield with gunfire and fast-moving objective holders, but they have to have a getaway plan, or stronger melee fighters will easily take them down.

Let’s have a look at their fighters and abilities.

Overview and Points for the Fighters in the Kharadron Overlords Warband

Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn.

If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on.

So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing

The Kharadron Overlords warband is made from 8 kits with 28 options of which 9 are leaders.

Arkanaut Admiral: 155 points

The Arkanaut Admiral compares to the Company Captain, but for a higher cost has more wounds, Toughness (4) and weapon profile.

His ranged attack is not the top in the warband, but 1/4 damage at Strength 4 on 8″ range is still respectable. Where he actually shines is his melee attacks with 4 attacks for 3/5 damage that is one of the best in the warband.

He does not have any faction specific ability, just access to the generic ones like Ancestral Fortitude to increase his Toughness by 1 to 5, and the Leader Fight for Profit that can increase by 1 the melee attacks of all friendly fighters within 3″, or of all attacks if he is close-by an objective or carrying a treasure as well.

He is more of a generalist, if that is they type of leader you need.

Endrinmaster with Dirigible Suit: 275 points

This version of the Endrinmaster is the most expensive fighter in a Kharadron Overlords warband and also the one with the most Wounds.

He has a strong ranged attack with high Strength and a critical damage of 6, and a similar melee attack as the Arkanaut Admiral (damage 2/4).

He has access to the abilities Fight for Profit which buffs nearby fighters’ Attacks, and the Fly ability Master the Skies, which buffs his own damage against other fighter types with the Fly runemark.

While he is expensive, doesn’t add any new ability, and there’s both better melee and ranged fighters than him, he would be a cool centrepiece in any Skyriggers-centric warband.

Endrinmaster with Endrinharness: 140 points

This Endrinmaster competes for the best melee profile in a Prospector warband. His profile is even better considering his Double ability Supercharged Endrinharness, which adds 1 to Strength and Attacks for his melee attack. This brings him all the way to 4 Attacks and Strength 6.

The question is: do you actually want a good melee Leader (or Hero) in a Kharadron Overlords warband? This Endrinmaster is great for holding an objective or not getting killed by melee fighters in a battle where killing Leaders is the objective. But when the rest of your warband is constantly either flying around or positioning itself for shooting opportunities, he can feel a bit out of place, dragging his aether-powered hammer around with a Move characteristic of 3″.

Aetheric Navigator: 130 points

The Aetheric Navigator combines a melee profile similar to the Endrinmaster with Dirigible Suit and the same 8″ ranged attack of the Admiral.

His unique ability, the Quad ability Aetherstorm, lets you pick a visible enemy fighter and roll a number of dice equal to the ability’s value. For each roll of 3 or more you do 3 damage to that fighter. The fun part of this ability is that it doesn’t have any range restrictions: if you can see a fighter, he can be hit by the attack even if he is at the other end of the battlefield. It requires a pretty good Quad roll to be really effective, but since the Navigator is one of the cheapest leaders, there’s no reason to not bring him along.

Also, he is one of the most thematically fun Kharadron heroes: he is definitely a kind of wizard, manipulating the Aether-storms, but is outfitted and sees himself as a kind of field scientist.

Aether-Khemist: 155 points

The Aether-Khemist has a mediocre melee attack but a decent ranged one with 6 attacks at 6″ range.

In addition he has a good defensive buff ability, the Triple Atmospheric Isolation, which subtracts 1 from enemy Attacks characteristics within a bubble around him. This ability makes him a strong Hero option for your warband for holding objectives or keeping your shooting infantry alive.

Codewright: 95 points

The Codewright is the latest addition and, while on one side has two forgettable attack profiles, comes with an interesting ability that could be extremely useful in a low-count warband to force the enemy to not use abilities until the end of the round. Unfortunately, it is also extremely unpredictable what the opponent’s plan are, so most of the time you’ll be stuck with 2 8″ attack at Strength 3 for 1/3 damage or a pretty similar profile in melee with one more attack.

At the same time, it is one of the cheapest support hero you have in the warband.

Arkanaut Company

  • Company Captain: 90 points
  • Arkanaut Company Privateer with Aethermatic Volley Gun: 80 points
  • Arkanaut Company Privateer with Light Skyhook: 105 points
  • Arkanaut Company Privateer with Skypike: 75 points
  • Arkanaut Company Privateer with Privateer Pistol and Arkanaut Cutter: 55 points

The warband has 5 different Arkanaut Company fighter types. They are all very slow with a Movement characteristic of 3″, Toughness 3 and moderately low wounds.

This means that they are both your slowest and weakest fighters. However, they are also your cheapest fighters, and they have access to some weapons as others of your more expensive flying fighters.

The most basic version of the Arkanaut Privateer Company with Privateer Pistol and Arkanaut Cutter has a Strength 3 shooting attack (with no minimum range) and a Strength 3 melee attack, which is okay for his cost.

They don’t have any special abilities, but since they’re cheap, you could field a lot of them along with your Leader (who can give them extra attacks, more on that below) to get a boat load of shooting attacks and then hope you roll a lot of critical attacks, which lets them do 3 damage each.

The Leader version, the Company Captain, is a lot like the basic version, but with more attacks at both ranged and melee range, a better damage profile for their melee attack, and few extra wounds. It’s your cheapest Leader option, and gives you access to the Triple skill Fight for Profit.

This is a great buff to surrounding Arkanaut Company fighters if you’re holding a back objective, and it works just as well on the Grundstok Thunderers fighters, so you can use this Leader option for buffing them rather than their more expensive Leader option.

An Arkanaut Company Privateer with Skypike has a nice 2″ range melee attack with 3 attacks, Strength 4 and an impressive critical damage of 5. Place one or more of these next to a Leader on an objective buffing them, and you can take down much more expensive fighters in melee!

If you have the points for it, though, this weapon is also available to Skyriggers, where it’s coupled with a flying ability and a gun, so only choose this version if you need strength in numbers.

The two specialized shooters of the Arkanaut Company offer you a different choice of ranged weapon, both with a maximum range of 15″: the Light skyhook is more expensive, less but more powerful attacks (2 for 2/5 damage), while the Volley Gun has more attacks (3) and less damage at a much cheaper cost.

The Skyhook is slightly better than the Volley Gun but for that price you get into Grundstok Thunderer territory. Both these fighters also have a melee attack that is just like the basic Arkanaut version but with one less Attack.

Due to their slow movement, the Arkanaut Company fighters are best used for keeping back objectives and providing covering fire, but since they are also cheaper than your otherwise rather elite fighter options, they are your best bet at matching other warbands with a lot of models on the table.

Like all the other Kharadron fighters, Arkanaut company can use the Double ability Ancestral Fortitude, which gives a fighter +1 to Toughness for the rest of the battle round.

Grundstok Thunderers

  • Gunnery Sergeant: 165 points
  • Grundstok Thunderer with Aethercannon: 130 points
  • Grundstok Thunderer with Grundstok Mortar: 145 points
  • Grundstok Thunderer with Decksweeper: 105 points
  • Grundstok Thunderer with Aetheric Fumigator: 105 points
  • Grundstok Thunderer with Aethershot Rifle: 105 points

The Kharadron Overlords have access to 6 different Grundstok Thunderers fighter types, where one is a Leader. They have the same Wounds and Move characteristics as the Arkanaut Company, but Toughness 4 and access to the Triple ability Keep Your Distance which gives them a bonus disengage action.

The basic version of the Grundstok Thunderer with Aetheshot Rifle has a 15″ ranged attack with 2 attacks, Strength 4 for 2/4 damage. Basically the same profile as an Arkanaut Company with Skyhook but with higher Toughness and slightly less damage on critical hits.

The Leader version, the Gunnery Sergeant has one more attack both in melee and ranged, and access to both the Triple Leader ability and the Double ability Harrying Drillbill, which prevents one enemy fighter within 20″ from making disengage actions.

The 4 special weapon options for the Grundstok Thunderers are a lot more interesting than the basic versions:

  • The Decksweeper has 4 attacks at Strength 4 with a 3-10″ range that is the most balanced of the group.
  • The Aetheric Fumigator is one of the more fun special weapons. It has 4 Strength 5 attacks with 1/4 damage, but it has a range of 6″ with no minimum range. This means that it works just like the many 2″ spear weapons in the game, but at three times the range. It makes for a good weapon for defending objectives.
  • The Grundstok Mortar has a range of 6-12″ and also 3 attacks, but with a lower Strength (3) and an impressive 3/6 damage.
  • The Aether-Cannon goes even higher with a damage of 5/10 all concentrated in one single attack at Strength 5 at 3-10″ range.

This becomes interesting as missile attacks qualify for Fight for Profit, meaning a Grundstok Thunderer with Aethercannon next to any leader activating this ability while next to an objective, can shoot 2 times per activation for 5/10 damage per shot…

In general, the Grundstok Thunderers are a tougher version of the Arkanauts, with abilities that better complement a close quarters combat style, but they are a bit more expensive and still very slow.

Image kindly provided by David at @Sliverminiatures

Skyriggers

  • Mizzenmaster: 250 points
  • Endrinrigger with Drill Launcher: 215 points
  • Endrinrigger with Skyhook: 230 points
  • Endrinrigger with Aethermatic Volley Gun: 170 points
  • Endrinrigger with Rapid-fire Rivet Gun and Aethermatic Saw: 190 points
  • Endrinrigger with Grapnel Launcher: 190 points
  • Custodian: 240 points
  • Skywarden with Drill Launcher: 220 points
  • Skywarden with Skyhook: 230 points
  • Skywarden with Aethermatic Volley Gun: 175 points
  • Skywarden with Vulcaniser Pistol and Skypike : 185 points
  • Skywarden with Grapnel Launcher: 195 points

The Skyriggers are divided in 12 different fighter types, including 2 Leaders, split into two groups with nearly identical weapons loadouts: Endrinriggers, which have the Fly ability, and Skywardens which have the Fly ability and the Quad ability Timed Charges, which lets you do damage to a nearby enemy equal to the ability’s value as well as a bonus disengage action. All non-Leader fighters of both kinds have a Move statistic of 10″, a Toughness of 4 and 16 wounds.

The basic Endrinrigger with Rapid-fire Rivet Gun and Aethermatic Saw has an 8″ ranged attack with no minimum range, 2 attacks and a critical damage of 4, as well as a strong melee attack with 3 attacks, Strength 5 and 2/5 damage. It’s expensive but it can cover ground quickly and hit hard in melee.

The Leader version, the Mizzenmaster can boost attacks with its triple ability like all the other Leaders, but otherwise it only has few extra wounds and one more melee attack, so it’s not one of your best picks for a Leader. The Endrinriggers are mainly useful for their high-Strength melee attacks.

The basic Skywarden with Vulcaniser Pistol and Skypike is a lot like the Endrinrigger, but it has lower Strength on its attacks, lower critical damage on its ranged attacks, but also a 2″ ranged spear-type attack in melee. It’s a more versatile version of the Endrinrigger, since the 2″ melee attack allows to hit from a safe distance.

The Leader version of the basic Skywarden, the Custodian, has one more melee attack and few more wounds. If you need a flying Leader, this is often the one to go for.

Both types of Skyriggers then have access to the Aethermatic Volley Gun, which is just like the one for the Arkanaut Company, but much more useful when equipped on a flying fighter.

They also have access to Skyhooks which are improved versions of the Arkanaut’s weapons. These have 6-20″ range and greater damage (3/5) making them formidable weapons when you can keep your enemies at distance.

Finally, the Skyriggers have access to two special weapons unique to them. The Drill Launcher is really similar to the Skyhook, with greater Strength (5) but lower damage (2/4) so that choosing which version is better is tough.

The other unique weapon, the Grapnel Launcher has a much weaker ranged attack, but it comes with the Double ability Grapnel Launcher which lets you pick a point or obstacle within 20″ and then teleport to within 3″ of that point.

This is an excellent movement ability, but since the grapnel launcher isn’t a good weapon at all, you’ve mostly just managed to teleport an almost useless fighter somewhere. Since it’s only a Double, it can be a cheap way to swoop in and steal a Treasure, though, but its a very situational ability, and you’re often better off with the stronger Skyrigger fighter types.

Thundrik’s Profiteers (670 points)

  • Bjorgen Thundrik: 170 points
  • Khazgan Drakkskewer: 185 points
  • Dead-eye Lund: 115 points
  • Enrik Ironhail: 140 points
  • Garodd Alensen: 60 points

Thundrik’s Profiteers are a Kharadron Overlords Bladeborn warband from Warhammer Underworlds Season 2.

  • Win Recognition (Triple, all Thundrik’s Profiteers): a bonus attack from the third battle round and thereafter when in range of Thundrik.

Bjorgen is an Aether-Khemist and as such he shares the same ability to reduce enemy attacks (Atmospheric Isolation) and the same melee weapon profile. In addition he can count on a ranged attack (3-9″ range) at Strength 5 for 2/5 damage and the ability to “incentivise” his comrades to perform a bonus attack when around him, but only from the third battle round onwards. He does cost almost the double of an Aether-Khemist although.

Khazgan has the same profile of a Skywarden with Vulcaniser Pistol and Skypike with 2 more Wounds but no Timed Charges ability for a higher cost making him a sub-optimal choice.

Dead-eye Lunden has the same profile as a Grundstok Thunderer with Aethershot Rifle, including the ability to disengage from an enemy without using an action. Enrik is an Arkanaut Company Privateer with Aethermatic Volley Gun with the same profile (6 attacks at 15″ range) and similar cost. Same for Garodd that shares the same profile of the Privateer armed with Pistol and Cutter.

Abilities for the Kharadron Overlords Warband

  • Ancestral Fortitude (Double, everyone): Add +1 Toughness.
  • Master the Skies (Double, all fighters with the Fly keyword: Skyriggers and the Endrinmaster with Dirigible Suit): Add +1 damage on normal and critical hits against other targets with the Fly runemark.
  • Supercharged Endrinharness (Double, Endrinmaster with Endrinharness): Add +1 to Strength and Attack of melee actions.
  • Harrying Drillbill (Double, Gunnery Sergeant): Prevent an enemy fighter within 20″ from making disengage actions.
  • I think You’ll Find… (Double, Codewright): Enemy fighters cannot use abilities or reactions until the end of the battle round or another Kharadron activates, whichever comes first.
  • Keep Your Distance (Triple, all Grundstok Thunderers): Make a bonus disengage action.
  • Grapnel Launcher (Triple, Skyriggers with Grapnel Launcher): You can teleport this fighter to an obstacle on the battlefield 20″ away as long as it was not previously engaged.
  • Fight for Profit (Triple, all Leaders): Add +1 melee attack to any friendly fighter within 3″ of this fighter. If close-by an objective or carrying a treasure, add +1 to all those attacks instead.
  • Atmospheric Isolation (Triple, Aether-Khemist): Subtract 1 to the enemy attacks within range from this fighter.
  • Timed Charges (Quad, Skywardens): Up to 6 damage to a close-by enemy and then perform a bonus move or disengage action.
  • Aetherstorm (Quad, Aetheric Navigator): A chance to do up to 18 damage to anyone on the battlefield.

Reaction for the Kharadron Overlords Warband

Introduced in the new season of Warcry, Reactions are things that can be done in certain circumstances, but always during the enemy turn. They cost one action, so they can be used only by fighters that have not activated yet or are waiting. There are 3 universal reactions and one specific to each warband:

Return Fire (Everyone)

  • When: During an enemy attack action but before hit rolls.
  • What: As long as the enemy is in range of at least one of the target weapons, he receives 1 damage for every miss or 2 damage for every 1 on the hit roll.

Battle Trait for the Kharadron Overlords Warband

A Good Deal: Once per battle round, when a friendly fighter is targeted by an attack but before the hit rolls, agree to add a wild dice to the opponent and in exchange each hit and critical hit will allocate 2 damage less (to a minimum of 1).

Strategy and Tactics for the Kharadron Overlords Warband

Board control is one of the greatest strengths of the Kharadron Overlords: between your flying units and your long range guns, it’s pretty easy to set up your fighters in a way that lets you do damage almost anywhere on the battlefield.

It might be tempting to just go all in on a flying warband of little one-duardin balloon gun platforms, but the Skyriggers are expensive, and your opponent can seriously cripple you by just taking out one or two of them. Consider making just one of your battle groups Skyriggers for taking out key targets or flying in to claim objectives.

Running a combination of Thunderers and Arkanauts in the other battle groups, with as many guns as possible in the same group as your Leader to take advantage of his attacks-boosting ability. There are so many different weapons to choose from that it’s really up to you to find your preferred playstyle, but don’t underestimate cheap Arkanaut special weapons like the Volley Gun or even the Skypike, which is a lot of Range 2″ damage for its cost. If you’re running a gun-based warband, consider bringing an Aether-Khemist as a Hero or Leader, since he can buff your gunline’s Attacks and debuff those from enemy fighters close to him.

If you look at the Abilities card for the Kharadron Overlords, you’ll notice that only two abilities, Timed Charges and Aetherstorm, does any direct damage to the opponent. Then you have a few boosts to Attacks and damage (Master the Skies, Supercharged Endrinharness, Fight for Profit) and then the rest of the abilities are either defensive about you moving or you keeping the enemy from moving. You should take this as a hint that playing Kharadron Overlords is all about movement, positioning and steering clear of enemy melee fighters.

Even their reaction plays with the same theme: Return Fire allows you to damage any enemy targeting you as long as he misses and he is in range of any of your weapons. Considering the usual high range of Kharadron weapons it means almost all the time. What has to be considered is when to use it: on an enemy with a low amount of attacks is wasted, while a fighter with high number of attacks but low Strength, could be useful, especially used on a Grundstok stuck in melee, that is not really his forte… Arkanauts with Toughness 3 are terrible candidates.

So to summarise: move around as much as you can! Don’t worry about tabling the opponent: get to where you need to go and get out of there. If your mission is to kill an enemy Leader or something similar, all you need to do is get everyone within shooting range of that Leader and blast away, but otherwise doing damage isn’t what’s so great about all those guns.

Rather, the Strength of the guns and balloons is the added pressure to your opponent’s decision making process because you can get to them no matter where they deploy or move to. This forces them to react to you, giving you the tactical upper hand.

The Sentinels of Order book and the new option to field a Leader and a Hero makes for some interesting tactical options: The Arkanaut Admiral is an upgrade of the Company Captain, and both the Aetheric Navigator and the Aether-Khemist gives you new abilities to use. One new way of building gun-based warbands could be to take both the Aetheric Navigator and the Aether-Khemist, which would let you debuff enemy attacks against your infantry, buff their shooting attacks and then end the game by unleashing the Aetherstorm from the Navigator on a wounded enemy target.

That being said, you’re not going to win every game with the Kharadron Overlords. They lack melee power outside of the expensive Skyriggers options and some of the Leaders, and they aren’t that durable unless they spend a lot of Doubles on improving their Toughness. If the enemy has many cheap fast-moving fighters, you might not be able fill them all with aether-shot before they overwhelm you, and your lack of direct damage abilities can make it difficult to take down big Monsters with a ton of Wounds.

Pros and Cons of the Kharadron Overlords

Pros:

+ Great shooting and many ranged weapons to choose from
+ Leaders can boost attacks
+ Some of the new Leaders from Sentinels of Order add tactical versatility
+ Strong, versatile flying fighters

Cons:

– Not very durable in close combat
– Either very elite (high points cost for flying fighters) or very slow
– Has few direct damage abilities

Image kindly provided by David at @Sliverminiatures

Some fun thematic warbands for the Kharadron Overlords Prospectors

Here’s a few ideas for warbands that are both fun to play and embody the character and style of the Kharadron Overlords warbands. They aren’t competitive win-all lists, mind.

Master the Skies: 1 Endrinmaster with Dirigible Suit (Leader), 2 Skywarden with Aethermatic Volley Gun, 2 Skywardens with Skypike and Vulcaniser Pistol: a terrifying dogfighting squadron of balloon-mounted duardin ready to swoop in and out of melee combat.

Trust Aethermatics, not Superstition!: 1 Aetheric Navigator (Leader), 1 Aether-Khemist (Hero), 1 Arkanaut Company Privateer with Volley Gun, 1 Arkanaut Company Privateer with Light Skyhook, 1 Grundstok Thunderer with Decksweeper, 1 Grundstok Thunderer with Grundstok Mortar, 1 Grundstok Thunderer with Aether-Cannon, 1 Grundstok Thunderer with Aetheric Fumigator: long range power, close combat defence and as many different pieces of weird Kharadron pseudoscientific tech weaponry as you can fit in a 1000 points warband.

Different build options and how to buy the Kharadron Overlords warband

Most of the Kharadron Overlords warband fighters can be built from 3 Age of Sigmar kits:

The Arkanaut company kit lets you build 10 Arkanaut company fighters, with two options for building a Leader and 1 of each special weapon available to the fighter type.

The Grundstok Thunderers kit lets you build 5 Grundstok Thunderers fighters, with options for equipping any of the non-Leader fighters with either an Aethershot Rifle or one of the special weapons available to the fighter type.

The Skyriggers kit lets you build 3 Skyriggers as either Skywardens or Endrinriggers, with Leader options for both types and either the basic of special weapons for each fighter apart from the Leader.

What kits to buy really depends on your playstyle: You can go for a slow, ranged warband with the Arkanaut Company and the Grundstok Thunderers, a maneuverable elite army with a couple of Skyriggers boxes, or a combined arms combination of the three.

New leaders and other options

The 5 new Leaders from the Sentinels of Order battletome all come in separate boxes:

  1. The Arkanaut Admiral
  2. Endrinmaster with Dirigible Suit (who used to be part of the Aether War boxset)
  3. The Endrinmaster with Endrinharness
  4. The Aetheric Navigator
  5. Aether-Khemist

The Start Collecting! Kharadron Overlords box set gives you both a set of Skyriggers, a set of Grundstok Thunderers and an Endrinmaster with Endrinharness, but at a cost not much different from just buying the boxes separately. This box has become a better option since the release of the Sentinels of Order book, since you can now use the Endrinmaster with Endrinharness. This means that this box gives you 4 different Leader options from which to choose a Leader and a Hero.

The Warhammer Underworlds warband Thundrik’s Profiteers is another way to get some very cool alternative sculpts for some of your fighters: The warband contains a basic Skywarden, a basic Arkanaut Company, A basic Grundstok Thunderer, an Arkanaut Company fighter with a Volley Gun (and a cool helmet-mounted smoking pipe!), as well as an Aether-Khemist.

Tips on painting the Kharadron Overlords warband

Is your Kharadron Overlords warband amazing?

I would very much like to display them right here on this page.

All you have to do is send my some files. You can read more about how to make that happen here.

Like the Iron Golems warband, the Kharadron Overlords can be really easy and fun to paint, since they consist of mostly metallic surfaces and no actual faces whatsoever. This means that a metallic basecoat, a wash and a drybrush of Stormhost Silver can get you most of the way to a good tabletop standard.

In addition to this, the models wear flying suits, leather straps, gloves and various forms of padding, which can be used for distinguishing your warband with a bright spot color (try following the painting guide for one of their Skyport subfactions in the Kharadron Overlords battletome). The eye lenses on Kharadron face masks are also great candidates for bright red or green colors to make the faces of your models stand out.

For aether-powered machinery on the models, a glaze of blue or green over a white basecoat gives a nice glowy effect. You can see most of these techniques in action on one of their new Leaders, the Endrinmaster with Dirigible Suit:

Image kindly provided by David at @Sliverminiatures