Kharadron Overlords – Arkanaut Admiral
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4"
6
3+
8
WARSCROLL

Arkanaut Admiral

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.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Volley Pistol
Volley Pistol9"33+4+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skalfhammer
Skalfhammer1"33+2+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Arkanaut Admiral is armed with a a Skalfhammer and a Volley Pistol.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Grand Armada
 • Iron Sky Command

If You Want A Job Done…: Every Arkanaut Admiral knows that there are some foes that you have to deal with yourself.
Add 1 to hit rolls for attacks made by this unit that target a HERO or MONSTER.

Protect the Admiral!: The skyfarers that follow an Admiral will lay down their own lives to protect them - their cut of the profit might depend on it.
Before you allocate a wound or mortal wound to this unit, or instead of making a ward roll for a wound or mortal wound that would be allocated to this unit, if this unit is within 3" of any other friendly SKYFARERS units, you can roll a dice. On a 1-2, that wound or mortal wound is allocated to this unit as normal. On a 3+, that wound or mortal wound is allocated to another friendly SKYFARERS unit within 3" of this unit instead and cannot be negated.

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. The command must be issued by this unit and must be received by a friendly SKYVESSEL. That Skyvessel can shoot in that phase even if it ran earlier in the turn.

Aether-powrered Munitions: The wealth and connections of an Admiral allows them to secure exclusive payloads of a sky-port's latest, greatest military technologies.
After the players have received their starting command points but before the start of the first turn, you can pick 1 of the following Aether-powered Munitions for this unit to use during the battle:

Blazebeard and Sons ‘Drakk-hobbler’ Mag-bolas: Once per battle, at the start of your shooting phase, pick 1 enemy MONSTER within 12" of this unit and roll a dice. On a 2+, that unit is grappled until the end of your opponent’s next turn. While an enemy unit is grappled, charge rolls made for that unit are made by rolling 1D6 instead of 2D6.

Celestium Burst-grenade: Once per battle, at the start of your shooting phase, pick 1 enemy unit within 12" of this unit and roll a dice. On a 2+, ward rolls cannot be made for wounds and mortal wounds caused by attacks that target that unit until the end of the phase.

Grudgebreaker Rounds: Once per battle, at the start of your shooting phase, pick 1 friendly KHARADRON OVERLORDS unit wholly within 12" of this unit that is not a SKYVESSEL. Until the end of that phase, improve the Rend characteristic of that unit’s missile weapons by 1. The same unit cannot be picked to benefit from this ability more than once in the same phase.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, MARINE, ARKANAUT ADMIRAL
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The MARINE keyword is used in the following Kharadron Overlords warscrolls:

Leader
Battleline
None
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.

The SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
© Vyacheslav Maltsev 2013-2022