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+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skalfhammer
Skalfhammer1"33+2+-22
PITCHED BATTLE PROFILE

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

BATTALIONS

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

DESCRIPTION

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

ABILITIES

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.

COMMAND ABILITIES

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.

KEYWORDS
ORDER, DUARDIN, KHARADRON OVERLORDS, 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.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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.
14.5 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.

The ARKANAUT ADMIRAL keyword is used in the following Kharadron Overlords warscrolls:

Leader
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).

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

None
Behemoth

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

None
Behemoth
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 SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth
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.
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 MARINE keyword is used in the following Kharadron Overlords warscrolls:

None
Battleline
Leader
© Vyacheslav Maltsev 2013-2021