Kharadron OverlordsIron Sky Attack Squadron
Warscroll Battalion

Iron Sky Attack Squadron

ORGANISATION
 • 2+ Arkanaut Frigates
 • 1 Arkanaut Company unit for each Arkanaut Frigate in the same battalion
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Bold Privateers: The Arkanaut Companies in an Iron Sky Squadron are trained to swiftly disembark from their skyvessels and then charge headlong into the foe.
ARKANAUT COMPANY units from this battalion can leave an ARKANAUT FRIGATE from the same battalion either before or after it has moved. In addition, roll 3D6 instead of 2D6 when making charge rolls for ARKANAUT COMPANY units from this battalion that left an ARKANAUT FRIGATE from the same battalion in the movement phase of the same turn.

The ARKANAUT COMPANY keyword is used in following Kharadron Overlords warscrolls:

Battleline

The ARKANAUT FRIGATE keyword is used in following Kharadron Overlords warscrolls:

Behemoth
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.
© Vyacheslav Maltsev 2013-2020