Kharadron Overlords – Arkanaut Company

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Arkanaut Company

The backbone of the Kharadron airfleets are the Arkanaut Companies. These grizzled privateers crew the sky-ports’ vessels, and are armed with a variety of aether-powered firearms and deck tools with which to repel boarders or take the fight to the enemy.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Privateer Pistol
Privateer Pistol9"24+4+-1
Aethermatic Volley Gun
Aethermatic Volley Gun15"2D64+4+-1
Light Skyhook
Light Skyhook15"14+3+-2D3
Aetherflare Pistol
Aetherflare Pistol9"13+3+-21
Volley Pistol
Volley Pistol9"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Arkanaut Cutter
Arkanaut Cutter1"14+4+-1
Gun Butt
Gun Butt1"14+5+-1

Unit Size: 10      Points: 90
Battlefield Role: Battleline
Base size: 25mm

Each model in an Arkanaut Company unit is armed with a Privateer Pistol and Arkanaut Cutter. 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with an Aethermatic Volley Gun and Gun Butt. 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Light Skyhook and Gun Butt. 1 in every 10 models can replace their Privateer Pistol and Arkanaut Cutter with a Skypike.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Iron Sky Attack Squadron
 • Iron Sky Command

CHAMPION: 1 model in this unit can be a Company Captain. That model is armed with an Aetherflare Pistol or Volley Pistol instead of a Privateer Pistol.

Glory-seekers: All of the warriors that make up an Arkanaut Company are eager to win recognition for daring deeds.
While this unit is not embarked, add 1 to hit rolls for attacks made by this unit that target a unit contesting an objective.

Light Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Light Skyhook is 3 if the target of the attack is a MONSTER.

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.

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