Arkanaut Admirals are the cream of the sky-ports’ officer class, intrepid leaders and battle-hardened veterans of a thousand aerial engagements whose booming commands inspire their crew to mighty deeds in the search for profit.
Unit Size: 1 Points: 120
Battlefield Role: Leader
An Arkanaut Admiral is a single model armed with a Skalfhammer and a Volley Pistol.
If You Want A Job Done…: Every Arkanaut Admiral knows that there are some foes that you have to deal with yourself.
You can re-roll
hit and wound rolls of 1 for attacks made with a
melee weapon by this model that target a HERO or MONSTER.
Protect the Admiral!: The skyfarers that follow an Admiral will lay down their own lives to protect them.
Do not take
battleshock tests for friendly
KHARADRON OVERLORDS units while they are wholly within 12" of this model.
In addition, roll a dice before you
allocate a wound or
mortal wound to a friendly
ARKANAUT ADMIRAL while it is within 3" of any friendly
SKYFARERS units with 5 or more models. On a 5+, you must allocate that wound or mortal wound to a friendly SKYFARERS unit with 5 or more models that is within 3" of that ARKANAUT ADMIRAL, instead of to that ARKANAUT ADMIRAL.
Master of the Skies: The Admiral knows how to get every last bit of speed from the skyvessels they command.
You can use this
command ability at the start of your
shooting phase. If you do so, pick 1 friendly
SKYVESSEL that has a model with this command ability in its
garrison. That SKYVESSEL can shoot in that phase even if it ran earlier in the same turn.
On My Mark, Fire!: An Admiral times the fire of their skyvessel so as to inflict the maximum possible amount of damage on the foe.
You can use this
command ability at the start of your
shooting phase. If you do so, pick 1 friendly
SKYVESSEL that has a model with this command ability in its
garrison. You can re-roll
hit rolls of 1 for attacks made by that SKYVESSEL in that phase.
Repel Boarders!: The Admiral directs his crew to drive off anybody that dares to board his precious skyvessel.
You can use this
command ability at the start of your
combat phase. If you do so, pick 1 friendly
SKYVESSEL that has a model with this command ability in its
garrison. Add 1 to
hit rolls for attacks made by that SKYVESSEL and any models in its garrison in that phase.
Up And At Them!: The Admiral leaps ashore, and orders any Kharadron that are nearby to charge the foe.
You can use this
command ability at the start of your
charge phase. If you do so, pick 1 friendly
SKYFARERS unit that is wholly within 12" of a friendly model with this command ability. You can re-roll
charge rolls for that unit in that phase.