Hi All,
Today we are going to dive into the Kharadron Overlords (KO) Path to Glory rules that were released the via White Dwarf.
Army Special Rules and Quest:
Interestingly, the KO get a special damage table for their airships. After each battle in which they were destroyed you roll 2D6 on this table instead of making an injury roll. As you can guess most of these results are bad, but limited in their effect until just the next battle. Furthermore, you can re-roll the result by spending 1 Glory Point. The intermediate results (between 4-11) make sense and will make you guard the ship a bit more in the coming battle. The worst result is a “2-3” which sees the ship being destroyed. While a 12 gives the unit 2D6 Renown and a 6+ ward save in its next battle. I think this is a fun table and a cool way to involve the airships in the lore of the campaign.
The quest option is a straightforward way of getting a “Great Endrinwork” onto your ship. All you have to do is have the ship survive the battle while earning 3 Renown Points and you are good to go!
Upgrade Table and Territories:
The KO get a small upgrade table:
- Skyfarers only: You gain the ability to go into reserves once per game (Very useful! Though mostly on the first turn).
- Any Unit: Improve the rend of your weapons once per game. A really solid ability and one you will want on as many units as possible. Bear in mind that you cannot combo this with Aether-Powered munitions.
- Skyvessels only: A really cool option. You use this at the start of the enemy Hero Phase. Anytime you would be affected by a spell (endless or otherwise) you ignore it on a 2+. This is such a powerful option against some armies especially as it can be used during the enemy’s turn!
The KO’s territories consist of three options:
- Workshop: +2 War Machines and goes up to +4 when upgraded. You also get the ability to re-roll damage results on the ship table for 1 Glory Point. This is a bit confusing as that ability already exists. Maybe you can re-roll a re-roll? But that feels wrong.
- Ale House: Recuperating units costs one less Glory Point and, once upgraded, you get +1 on recuperation rolls.
- Aethergold Vault: +1 unit gets a share of the Aethergold after each battle. When upgraded, 3 units get a share. Always a useful ability and expanding it to three extra units is great, although it’s not always hard to come by as the rules currently stand.
Summary:
Overall the KO get a really good set of rules. Their veteran abilities are really good (to the point that you won’t want to use many others) and their territories help with damage mitigation. You do have some risks with the ship damage table, but not much more than currently existed with any unit. As with the other mini reviews, I am curious to see what aspects GW will build on when they release their full rules!
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