Kharadron Overlords – Arkanaut Frigate
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Arkanaut Frigate

The sleek and deadly profile of a Arkanaut Frigate is a sight greatly feared by the Kharadron’s many enemies, who know all too well the devastating firepower these airships possess, and the fighting spirit of the privateers they carry into battle.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heavy Sky Cannon: Shrapnel
Heavy Sky Cannon: Shrapnel24"D63+3+-12
Heavy Sky Cannon: Shell
Heavy Sky Cannon: Shell30"13+2+-2D6
Heavy Skyhook
Heavy Skyhook24"13+2+-2D6
Aethershot Carbines
Aethershot Carbines12"43+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"4+4+-1
Wounds SufferedMoveBoarding WeaponsBomb Racks
0-312", Disengage, Fly High6+1
4-610", Disengage, Fly High50
7-98", Disengage40

Unit Size: 1      Points: 220
Battlefield Role: Behemoth
Notes: Battleline if BARAK-ZILFIN


An Arkanaut Frigate is a single model armed with Aethershot Carbines, Boarding Weapons and one of the following weapon options: Heavy Sky Cannon; or Heavy Skyhook.

FLYING TRANSPORT: This model can fly, and can be garrisoned by up to 15 friendly MARINE models even though it is not a terrain feature. If this model is in a warscroll battalion, units from the same battalion that can garrison this model can be set up as this model’s garrison when this model is set up.

Halve this model’s Move characteristic and it cannot Fly High if there are 11 or more models in its garrison. Units cannot join or leave this model’s garrison if it has made a move or flown high in the same phase (they can join or leave before it does so). Models in the garrison are not counted towards gaining control of an objective.

An attack made by a weapon that is in range of this model can target either this model or a unit in its garrison. If this model is destroyed, before it is removed from play, roll 1 dice for each model in its garrison. On a 1, that model is slain. Set up any surviving models wholly within 3" of this model and more than 3" from any enemy units.


Aetheric Navigator and Endrinrigger: A skyvessel’s Navigator guides it into the strongest aetheric winds, while its Endrinrigger works tirelessly to keep it airworthy.
In your hero phase, you can heal 1 wound allocated to this model. In addition, you can re-roll run rolls for this model.

Bomb Racks: The bombs and skymines held in the racks of a Kharadron skyvessel can be swiftly deployed to stop enemy assaults in their tracks.
At the start of the combat phase, you can pick 1 enemy unit within 1" of this model and roll a dice. Add the Bomb Rack modifier from this model’s damage table to the roll. On a 4+, that enemy unit suffers D3 mortal wounds.

Disengage: Kharadron skyvessels can easily disengage from ground-based foes, flying away with all guns blazing.
This model and any models in its garrison can still shoot if this model retreats in the same turn, as long as there are no enemy units that can fly within 3" of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move.

Fly High: Kharadron skyvessels can swiftly soar up high in the air and then dive back down to the battlefield, ready to attack from a new direction.
Instead of making a normal move with this model, if there are less than 7 wounds currently allocated to this model, you can say that it will fly high (it can retreat and disengage). If you do so, remove this model from the battlefield and set it up again more than 1" from any terrain features or objectives and more than 9" from any enemy models.

Heavy Skyhook: Skyhooks are used to pull skyvessels towards the foe.
Add 2 to charge rolls for this model if it is armed with a Heavy Skyhook.

Heavy Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Before attacking with a Heavy Sky Cannon, choose either the Shrapnel or Shell missile weapon characteristics for that shooting attack.

If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

The MARINE keyword is used in following Kharadron Overlords warscrolls:

Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The WAR MACHINE keyword is used in following Kharadron Overlords warscrolls:


The SKYVESSEL keyword is used in following Kharadron Overlords warscrolls:

© Vyacheslav Maltsev 2013-2021