Aether-Khemist (160)

- General

- Trait: Opportunistic Privateers

- Artefact: Gryph-feather Charm

Aether-Khemist (160)

- Artefact: Rockjaws


30 x Arkanaut Company (360)

- 9x Light Skyhooks

20 x Arkanaut Company (240)

- 6x Light Skyhooks

10 x Arkanaut Company (120)

- 3x Light Skyhooks


5 x Grundstok Thunderers (100)

- 5x Aethershot Rifles

6 x Endrinriggers (240)

War Machines

Arkanaut Frigate (240)

- Main Gun: Heavy Sky Cannon

- Great Endrinworks: The Last Word

Arkanaut Frigate (240)

- Main Gun: Heavy Sky Cannon

- Great Endrinworks: Malefic Skymines


Iron Sky Squadron (130)

Total: 1990 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 115


Listen up, Scallywags!  I’m here to help any of you Dawi or Dawri have an effective and competitive edge while using our favorite drunken sky-dwarves.  The idea behind this list is to strike first, and strike hard. It’s based around assassination of lynchpin units that help synergize enemy lists into oblivion.  As such, the hope will be to demolish the glue holding these enemy lists together in order to grab points and win rounds.

Allegience Ability

I’ve used no allies or any other allegiances other than Kharadron Overlords, specifically the Skyport Barak-Mhornar.  The important reasons for selecting Mhornar come down to the amendments, footnotes, abilities, and Command Trait offered by this specific Skyport.  Also, by leaving out allies, we’re able to solidify a one-drop list to guarantee choosing first turn order in most circumstances.

First and foremost is the Amendment Prosecute War With All Haste.  This allows all units to run and shoot in the first turn. As one of the main benefits to this army is their ability to get into position in order to fire off that devastating first turn volley, this allows us to open up targets on the board.  Those 24” skyhooks in the Arkanaut Companies become much more of a threat going from a 29” threat range to a 30-36” threat range.

Second are the footnotes.  In KO you get to choose a bonus one, which is vital in this circumstance as their footnote is circumstantial at best.  Who Strikes First, Strikes Hardest allows a unit to charge or attack in the hero phase once per game. As we’re not typically a melee-centric army with the build I’ve listed, this ends up mainly being useful when trying to open up a unit to be able to fire at other opportunities.  The bonus Footnote, however, helps cleaning up the last few wounds on a damaged unit; There’s No Trading With Some People. This footnote reads that after a unit takes damage, for one time only, you can nominate that enemy unit to immediately receive d3 mortal wounds. Got a monster down to the last 2 wounds?  FINISH HIM!

The Ability offered; Fearsome Raiders, is a sneaky defensive tactic (to go along with the sneaky nature of Barak-Mhornar).  This means any enemy unit within 3” of a KO unit is at -1 Bravery. Great for making that one last guy run away!

The Barak-Mhornar Skyport also offers a unique Command Trait; Opportunistic Privateers, which is vital in multiplying the destructive power of this list.

Artefacts, Command Traits & Abilities

Opportunistic Privateers allows for pinpoint rerolls against a vital enemy target.  Any unit within 3” of the General can reroll all failed hit rolls against a targeted enemy unit, hero, monster, etc.  The best part of all, you can change the target every turn! Nagash giving you issues? Send him back to the Shyish! Allarielle messing up your lawn with that beetle?  Target those giant thighs and send her packing! In terms of artefacts, I’ve selected the Gryph-Feather Charm and Rockjaws for my two Khemist heroes. Gryph-Feather allows my general to stay alive and out of the fray, plus the bonus movement helps.  Rockjaws allows the other Khemist to have a bit more mortal wound output in the army.


And while we speaking of Khemists, let’s take a look at their vital role in this list.  The Khemist’s main purpose is to boost the shots floating out into the enemy lines/heroes.  Their natural ability is to select weapon within a unit within 10” of the Khemist and double it’s shots.  Those 9 Skyhooks now suddenly turned into 18 shots of destruction. Those single attack Chainsaws now double in destructive damage.  With two Khemists you’re widening your berth of damage dealing across your lines for that pivotal first assault.

The Khemists are no slouch either.  Although their close combat ability is lacking, they do create a vacuum around themselves reduce the attack characteristic of nearby models by 1.  In terms of shooting, they have a 10” 3d6 shot Noxious Aether blower that’s -2 rend.

Other Units

The bread and butter of this list are the Arkanaut Company.  For every 10, you can include 3 skyhooks, having a 24” range, hit on 4’s, wound on 3’s, -2 rend, d3 damage.  Each regular Arkanaut also has a privateer pistol firing twice, 4’s and 4’s, at 12” range. Multiply that out across three units (in this list a 30, 20, and 10 man) man you’re looking at a grand total of 33 Skyhook shots rerolling against a given target.  That sounds nasty, but it gets better. Arkanaut Company have a special rule; Glory Seekers, which gives them a +1 to hit against Monsters, Behemoths, and Heroes. Hero hunting at its finest, and now you can see how it’s going to be even more difficult for those special lynchpin units to hide.

The other items in the list are there for support, objective grabbing/clearing, and distraction.  Endrinriggers are a mainstay in any solid KO list. Mine holds 6 and attach to one of the Frigates.  This gives them a 3” disembark, 12” move, and then if you only want to fire their 3 shot rivet guns (3+/4+/-1/1/12”), that threat range increases by up to 6 inches.  They’re a great unit to tie up an enemy unit as they have a 4+ save and 2 wounds each, and their close combat chainsaws are a single dastardly attack hitting on 3’s, wounding on 2’s, rending -2 and doing d3 damage a pop.  The Grundstock Thunderers are there to clean up smaller units attempting to get close. They’re firing 12 shots with just the 5 of them, which in a pinch can jump to 17 if necessary at a -1 rend.

The last item on the list are the two Frigates.  Although their damage output isn’t the greatest, they’re pivotal for the battalion being used and function as a way to create a one-drop list and still include other units not part of the battalion.  The outside units are able to be embarked on the Frigates and drop when the Frigates drop as part of the battalion. They have a cannon that will hit hard half the time and a few rifle shots as well. They can soak up some damage with 14 wounds, but you’re mainly taking these babies for the transport capacity and battalion requirements.

One thing this list has nothing of is magic (as any good dwarf wouldn’t have)!  KO don’t typically have access to magic other than through allies. Navigators are able to give unbinding, however most lists that have decent magic have enough to outshine any attempts you might be able to make.  This is why I’ve stayed away from some of the relics that allow unbinding in favor of using relics that could dish out more damage or other forms of protection. Endless spells can be an annoyance, however it forces other armies to decide whether they want us to control them or get hit with a boatload more shots earlier each round.


In this case we’ve used the Iron Sky Squadron.  This is pivotal in order to make it a one-drop list.  The requirements are 2-10 Arkanaut Companies and 2-10 Frigates.  There is no requirement that the Companies need to deploy INSIDE the Frigates however, allowing you to fit other units in that 10-15 model capacity.  Fun Fact: The Endrinriggers don’t count towards the capacity limits either. The benefits of the battalion are “meh” at best. It allows the Frigates to all gain an extra shot in the first turn with all weaponry, which is nice, and any Arkanaut Company that disembarks from a Frigate can reroll their charge range.  The second bonus isn’t really necessary for the game plan, but it’s at least there.

In-Game Guide

I’ve given hints throughout as to how this all gels together.  The key factor is threat identification and analysis. Victory lies in your understanding of the enemy army.  Pinpoint the lynchpin holding the enemy army together and neutralize it through skyhook firepower or Endrinrigger interruption.  This holds two positives: for one you’re in many cases drastically reduce the opposing forces effectiveness. For two, it’s a huge psychological blow for someone to see their big shiny toy have to be taken from the field first turn without them being able to play with it.  Imagine the sickness a Death player would feel seeing Nagash drop turn 1(Spoiler Alert: it’s fun to witness).

Command Points need to be utilized on morale for the most part.  Save them up to keep your dwarven privateers alive. Difficult match ups are anything that can absorb that damage.  Fyreslayers have been one of the more difficult culprits for me, and there are a few Skryre Skaven lists that do me a frighten as well.  On the other hand, anything focusing on big fancy monsters or heroes to promote synergies make me smile. Anything that has a key component or gimmick in order to make the list work is a great target for our gentlemen.

In terms of scenarios, I hate Places of Arcane Power at it’s core.  Since we typically lack a lot of relics, our heroes aren’t the toughest in general, and we have ZERO magic, we’re at a serious disadvantage in these missions.  Mobility can be difficult from time to time as well as the army works best moving as one collective group.

Overall, the Overlords  can do a surprising amount of damage while still maintaining their lines effectively.  The key is in how you play them, like any other army in Age of Sigmar, which makes this game great!  I hope to see more of my dwarven breathren out there doing damage as well. Strike hard, Strike True, and have a mug of the finest brew!