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Narrative (Mini) Review – Kharadron Overlords

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:

The KO’s territories consist of three options:

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!

And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!

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