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: 125
Battlefield Role: Leader
Base size: 32mm
An Arkanaut Admiral is armed with a 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.
Add 1 to hit rolls
for attacks made by this unit that target a HERO
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.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.
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.
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.