Age of Sigmar: ‘Scourge of Ghyran’ Kharadron Overlords Rule Updates

The Kharadron Overlords are taking their skyvessels to Ghyran in Warhammer: Age of Sigmar! It’s time for them to get their rule updates.
Today, we’re getting a look at what the Kharadron Overlords are bringing to the tabletop in the Scourge of Ghyran. There are no battle formations this time around. Instead, we’re getting three new artefacts of power, three new skyvessel upgrades, and two alternate warscrolls for their use. Watch the clouds because the Kharadron Overlords are coming from above!

“Step right up, punters, have we got a deal for you. After a new set of armour? Look no further than Karst-Bana’s latest innovation in personal protection. Perhaps a skyvessel upgrade for yourself? An ejector pod maybe, or a battle ram? We have all of these exclusive one-off items in abundance in our warehouse. “
Download the Kharadron Overlord Scourge of Ghyran Rules Here
Scourge of Ghyran – Kharadron Overlords Artefacts of Power
The first artefact of power is the mischievous Spell in a Bottle. Personally, I’m not excited to see this one return. But it’s back, and it lets the Kharadron Overlords uncork a summon onto the battlefield. It counts as having been cast with a 7 and cannot be unbound.
Next up, we have the Karst-bana Aether-powered Combat Rig, which grants a 5+ ward. Additionally, it also adds +1 to a unit’s melee weapon attacks. This one is certainly a good fit for the more melee minded combatants out there. Then again, a 5+ ward is just generally nice to have.
The final artefact of power is the Emberstone Flare. This one can be used during your movement phase, and it basically allows for a quick repositioning of one of your units with Fly. This one could be useful for those extra movement tricks. But of the three, I’m betting we’re going to see a whole lot of Spells get cast from a bottle.
Scourge of Ghyran – Kharadron Overlords Skyvessel Upgrades
We’re moving on to the Skyvessel Upgrades now. The Voidstone Repulser Vents seem like a potent anti-magic upgrade. On a 4+, you can protect a friendly unit within 12″ from the effects of a spell. Additionally, you can also do D3 mortal damage to the caster.
Blazebeard and Sons Ejector Pod is another movement trick. It will allow you to pluck a Kharadron Overlords Hero up and set them up wholly within 18″ of this unit. That’s a LOT of distance you can gain if you do it correctly.
The final upgrade is the Zonbarcorp ‘Dealbreaker’ Battle Ram. This one is exactly what you’re expecting. On the charge, this can inflict mortal damage to a target. You take the unmodified charge roll and roll an equal number of dice. Each 4+ generates a mortal damage to the target. Ouch!
Scourge of Ghyran – Kharadron Overlords Warscroll Updates
There’s a pair of alternate warscrolls for the Kharadron Overlords to try out as well. First up is the Gundstok Gunhauler. This one has some unique modifications. It can no longer transport units but can now run and shoot in the same turn. Oh, and then it gets an additional D6″ move in the shooting phase if it shot. Talk about a zippy skyvessel!
The last alternate warscroll is the Codewright. This one is wordy but at it’s core it’s a new way to mess with the enemy using “vexed points.”
During the hero phase, you give this unit D3 vexed points. Then, once per turn during the hero phase, you can also spend those points for either a movement debuff or a combat debuff on an enemy within 12″. I think this one is an interesting alternative way to use the Codewright for sure.
What do you think of the Kharadron Overlord rule updates? Are they flying high or about to crash and burn?
