If you’ve flown with the Kharadron Overlords before, you know two things matter: profit and pride.
These airborne duardin don’t just hoard aether-gold, they innovate to protect it, always looking sharp while doing it. With chaos creeping across the Mortal Realms, Kharadron fleets are tooling up with fresh tech to stay ahead of the curve—and blow holes in anything that gets in the way. The new battletome for the Kharadron Overlords keeps the fleet soaring high, but adds serious new toys that make this skyfaring army feel better equipped than ever.
Flagship Power and Endrinwork Upgrades
Your vessels still ferry troops across the skies, though now only in your turn and when not locked in combat. But now you get to nominate a Flagship, giving it the title and the teeth to match. With the Flagship, you can take two Endrinworks, which add spicy upgrades to your ship’s already nasty profile. For instance, Old Reliable Hullplates give you a Ward 5+ against shooting. Meanwhile, Grandiose Fuselage boosts your Control stat by five, which is huge when facing armies that try to seize control of objectives. Then you’ve got Tracer-Fire Rounds, ignoring negative hit modifiers as long as all guns target the same enemy. On top of that, your Admiral can call for a one-time salvo with re-rolls of 1 to hit. You can bet that salvo’s going into something big and expensive.
Null-Khemists and Anti-Magic Utility
The Null-Khemist is your go-to for turning wizards into regretful stains. These duardin wear fully sealed, aether-powered anti-magic suits that provide a 5+ Ward against spells, prayers, and manifestations for nearby units. When the Null-Gas Extinguisher fires off, it drops 3D6 attacks that hit on 2+ and wound on 4+, but here’s the kicker: double damage against Priests, Wizards, and Manifestations thanks to the Nullsuit rule.
That’s right—mages are having a bad day. And if anything survives, they’ve still got a Prospecting Clamp to finish the job in melee with four attacks at Damage 2. This guy is as much bouncer as he is support piece.
Zontari Endrin Dock and Auto-Endrin Drones
The Zontari Endrin Dock is a floating repair and support platform—and it’s not just flavor. Once docked, a skyvessel can Heal (3) if it passes a 4+ roll, or a 3+ if an Endrinmaster is nearby. But what really makes the dock shine are its Auto-Endrins—drones that act like manifestations but are all duardin engineering, not magical weirdness.
You get three flavors: the Nullifier Auto-Endrin, which tries to banish Manifestations on a 3D6 roll; the Stuncloud Auto-Endrin, which lowers enemy Control scores (always clutch for objective games); and the Grudgeblast Auto-Endrin, which suicides into combat and deals mortal wounds on a 2+. Each has movement 12″, Health 5, and a 4+ save, and you can keep replacing them with lucky rolls in your Hero phase.
Closing Thoughts: Duardin Innovation at Its Finest
All in all, this update makes the Kharadron Overlords feel more dynamic and more thematic than ever. You’ve got better tools for handling objectives, elite targets, and magic-heavy armies. The Flagship mechanics let you lean into custom fleet-building like a true admiral. Null-Khemists shred enemy casters with stylish brutality. And the Zontari Dock adds a full tech suite to your gameplan. It’s a great time to be a skyfarer. If your local Arkanauts are too squeamish for the next contract, don’t worry—the Vongrim Guild is waiting in the wings, and we’ll hear more about them soon.
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