Barak-Mhornar Code:

  • Artycle: Seek New Prospects
    • You can re-roll battleshock tests for your units while they are wholly within your opponent’s territory.
  • Amendment: Prosecute Wars With All Haste
    • In your first turn, your units can run and shoot.
  • Footnote: Who Strikes First, Strikes Hardest
    • Once per battle, in your hero phase, one of your units can attempt to charge as if it were the charge phase, or pile in as if it were the combat phase.
  • Additional Footnote: These Are Just Guidelines
    • Once per battle, at the beginning of your hero phase, you can change your army’s artycle – roll a dice and consult the table. If you roll an artycle that requires you to pick an enemy unit, do so immediately. Your previous artycle is no longer in effect.
  • Ability: Fearsome Raiders
    • Enemy units that take a battleshock test within 3″ of any Barak-Mhornar unit must add 1 to the roll.
  • Warscroll Battalions: Gundstok Escort Wing
    • Include up to one additional Gundstok Gunhauler.

Vanguard (0-1000): Min (1 Leader & 2 Battleline)

Leaders: 1

  • Aetheric Navigator – 80
    • | M: 4″ | W: 5 | SV: 3+ | BR: 7 |
    • Ranging Pistol – Missile
      • | 12″ | A: 2 | H: 3+ | W: 4+ | R: -1 | D: 1 |
    • Zephyrscope
      • | 1″ | A: 2 | H: 3+ | W: 4+ | R: – | D: 1 |
    • Aethersight
      • An Aetheric Navigator can attempt to unbind a spell in each enemy hero phase as if they were a wizard.
    • Aetherstorm
      • In your hero phase, an Aetheric Navigator can attempt to manipulate the aether to cause a storm. If they do so, roll a dice. On a 3 or more they are successful – until your next hero phase, enemy units that can fly must halve their Move characteristic if they begin their movement phase within 18″ of the Aetheric Navigator.
    • Read the Winds
      • If an Aetheric Navigator does not move in the movement phase, you can re-roll the dice for all visible friendly Skyvessels when they run or charge.
      • You cannot use this ability in a turn in which an Aetheric Navigator has attempted to cause an aetherstorm.
      • An Aetheric Navigator can use this ability even when embarked, but if they do so it only affects the Skyvessel they are embarked upon.
    • Command Trait: Opportunistic Privateers
      • In your shooting phase you can pick an enemy unit. Until the end of your phase, you can re-roll failed hit rolls against that unit for any of your units that are within 3″ of your general.
    • Command Abilities
      • At the Double (Generic)
        • You can use this command ability after you make a run roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, the run roll is treated as being a 6.
      • Forward to Victory (Generic)
        • You can use this command ability after you make a charge roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, re-roll the charge roll.
      • Inspiring Presence (Generic)
        • You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6″ of friendly Hero, or 12″ of a friendly Hero that is a general. That unit does not have to take battleshock tests in that phase.
    • Artefact of Power: Gattlesson’s Endless Repeater
      • Pick one of the bearer’s missile weapons to be an Endless Reaper. Add 2 to the Attacks characteristics of this weapon.

Battleline: 2

  • Arkanaut Company – 120
    • | M: 4″ | W: 1 | SV: 5+ | BR: 6 |
    • Privateer Pistol – Missile
      • | 12″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Arkanaut Cutter – Melee
      • | 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
    • 3 Light Skyhooks – Missile
      • |  24″ | A: 1 | H: 4+ | W: 3+ | R: -2 | D: d3 |
    • 3 Gun Butts – Melee
      • | 1″ | A: 1 | H: 4+ | W: 5+ | R: – | D: 1 |
    • Company Captain
      • Volley Pistol – Missile
        • | 12″ | A: 3 | H: 4+ | W: 4+ | R: – | D: 1 |
      • Captain’s Arkanaut Cutter – Melee
        • | 1″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Glory-seekers
      • Add 1 to hit rolls for any model in this unit if the target for all of its attacks in that phase is a Hero or a Monster.
  • Arkanaut Company – 120
    • | M: 4″ | W: 1 | SV: 5+ | BR: 6 |
    • Privateer Pistol – Missile
      • | 12″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Arkanaut Cutter – Melee
      • | 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
    • 3 Aethermatic Volley Guns – Missile
      • |  18″ | A: 6 | H: 5+ | W: 4+ | R: -1 | D: 1 |
    • 3 Gun Butts – Melee
      • | 1″ | A: 1 | H: 4+ | W: 5+ | R: – | D: 1 |
    • Company Captain
      • Volley Pistol – Missile
        • | 12″ | A: 3 | H: 4+ | W: 4+ | R: – | D: 1 |
      • Captain’s Arkanaut Cutter – Melee
        • | 1″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Glory-seekers
      • Add 1 to hit rolls for any model in this unit if the target for all of its attacks in that phase is a Hero or a Monster.

Other: 2

  • Arkanaut Frigate (Gnol) – 240
    • | M: 10″ (12-14″) / 9″ (6-11) / 8″ (5-1) | W: 14 | SV: 5+ | BR: 7 |
    • Heavy  Skyhook – Missile
      • | 18″ | A: 1 | H: 4+ | W: 3+ | R: -2 | D: d3 |
    • Aethershot Carbines – Missile
      • | 12″ | A: 4 (9-14) / 3 (3-8) / 2 (1-2) | H: 3+ | W: 4+ | R: -1 | D: 1 |
    • Belaying Valves – Melee
      • | 1″ | A: 3 (6-14) / 2 (3-5) / 1 (1-2) | H: 4+ | W: 4+ | R: – | D: 1 |
    • Fly
      • Arkanaut Frigates can fly.
    • Aetheric Navigation
      • If there is a friendly Aetheric Navigator visible to it, an Arkanaut Frigate can move an extra d3″ in the movement phase.
    • All Hands to the Guns
      • In each of your hero phases, the Captain of an Arkanaut Frigate can give this order. If they do so, until your next hero phase you can re-roll hit rolls of 1 in the shooting phase for the Arkanaut Frigate, but its Move characteristic is halved and it may not run.
    • Bomb Racks
      • If any enemy unit ends its charge within 1″ of the Frigate, it can drop Detonation Drills or Grudgesettler Bombs. Choose which bomb it will drop, and than roll a dice. On a 4 or more the enemy unit suffers the following effect:
        • Detonation Drills
          • The enemy unit cannot be chosen to pile in and attack until all other units have done so. Units that can fly are not affected.
        • Grudgesettler Bombs
          • The enemy unit suffers d3 mortal wounds. Units that can fly are not affected.
    • Skyhook
      • After all attacks for this unit are completed, if any wounds inflicted by this unit’s Skyhook were allocated to an enemy unit and not negated, you can move this unit d6″, as long as it ends the move closer to one of the enemy units that the wounds inflicted by the Skyhook were allocated to.
    • Skymines
      • An Arkanaut Frigate will release clusters of spiked Skymines to defend itself from flying enemies. When an enemy unit that can fly ends its charge within 1″ of a Frigate, roll a dice for each model in the charging unit. On each roll of 6 the unit suffers a mortal wound.
    • Tireless Endrinriggers
      • Roll a dice for this model in each of your hero phases. On a 4 or more it heals 1 wound.
    • Vessel
      • An Arkanaut Frigate can carry 10 Skyfarer models, allowing them to move swiftly across the battlefield and in relative safety.
    • Overburdened
      • If you wish, your Arkanaut Frigate can carry up to 15 Skyfarer models. For each Skyfarer over 10 that it carries, reduce the Frigate’s Move characteristic by 1″.
    • Set-up
      • When you set up an Arkanaut Frigate, units of Skyfarers can start the battle embarked within it instead of being set up separately – declare which units are embarked inside the Arkanaut Frigate when you set it up.
    • Great Endrinworks: The Last Word
      • Pick one of the Skyvessel’s missile weapons to be The Last Word. When an enemy unit finishes a charge within 1/2″ of this vessel, you can immediately shoot at that unit with this weapon as if it were your shooting phase.
  • Arkanaut Frigate (Karaz) – 240
    • | M: 10″ (12-14″) / 9″ (6-11) / 8″ (5-1) | W: 14 | SV: 5+ | BR: 7 |
    • Heavy  Skyhook – Missile
      • | 18″ | A: 1 | H: 4+ | W: 3+ | R: -2 | D: d3 |
    • Aethershot Carbines – Missile
      • | 12″ | A: 4 (9-14) / 3 (3-8) / 2 (1-2) | H: 3+ | W: 4+ | R: -1 | D: 1 |
    • Belaying Valves – Melee
      • | 1″ | A: 3 (6-14) / 2 (3-5) / 1 (1-2) | H: 4+ | W: 4+ | R: – | D: 1 |
    • Fly
      • Arkanaut Frigates can fly.
    • Aetheric Navigation
      • If there is a friendly Aetheric Navigator visible to it, an Arkanaut Frigate can move an extra d3″ in the movement phase.
    • All Hands to the Guns
      • In each of your hero phases, the Captain of an Arkanaut Frigate can give this order. If they do so, until your next hero phase you can re-roll hit rolls of 1 in the shooting phase for the Arkanaut Frigate, but its Move characteristic is halved and it may not run.
    • Bomb Racks
      • If any enemy unit ends its charge within 1″ of the Frigate, it can drop Detonation Drills or Grudgesettler Bombs. Choose which bomb it will drop, and than roll a dice. On a 4 or more the enemy unit suffers the following effect:
        • Detonation Drills
          • The enemy unit cannot be chosen to pile in and attack until all other units have done so. Units that can fly are not affected.
        • Grudgesettler Bombs
          • The enemy unit suffers d3 mortal wounds. Units that can fly are not affected.
    • Skyhook
      • After all attacks for this unit are completed, if any wounds inflicted by this unit’s Skyhook were allocated to an enemy unit and not negated, you can move this unit d6″, as long as it ends the move closer to one of the enemy units that the wounds inflicted by the Skyhook were allocated to.
    • Skymines
      • An Arkanaut Frigate will release clusters of spiked Skymines to defend itself from flying enemies. When an enemy unit that can fly ends its charge within 1″ of a Frigate, roll a dice for each model in the charging unit. On each roll of 6 the unit suffers a mortal wound.
    • Tireless Endrinriggers
      • Roll a dice for this model in each of your hero phases. On a 4 or more it heals 1 wound.
    • Vessel
      • An Arkanaut Frigate can carry 10 Skyfarer models, allowing them to move swiftly across the battlefield and in relative safety.
    • Overburdened
      • If you wish, your Arkanaut Frigate can carry up to 15 Skyfarer models. For each Skyfarer over 10 that it carries, reduce the Frigate’s Move characteristic by 1″.
    • Set-up
      • When you set up an Arkanaut Frigate, units of Skyfarers can start the battle embarked within it instead of being set up separately – declare which units are embarked inside the Arkanaut Frigate when you set it up.

Total: 800