Kharadron Overlords – Arkanaut Frigate
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12"
15
3+
8
WARSCROLL

Arkanaut Frigate

The unmistakable profile of an Arkanaut Frigate set against the sky is a sight greatly feared by the Kharadron’s many enemies, who know all too well the devastating firepower these airships possess, and the fighting spirit of the privateers they carry into battle.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethershot Carbines
Aethershot Carbines12"43+3+-12
Heavy Sky Cannon: Shrapnel
Heavy Sky Cannon: Shrapnel12"53+3+-12
Heavy Sky Cannon: Shell
Heavy Sky Cannon: Shell24"24+2+-2D3+2
Heavy Skyhook
Heavy Skyhook24"24+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"4+4+-1
DAMAGE TABLE
Wounds SufferedRamming DiceBoarding WeaponsBomb Racks
0-5868
6-9756
10-12644
13+534
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 310
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in a Barak-Zilfin army

An Arkanaut Frigate is armed with Aethershot Carbines, Boarding Weapons and 1 of the following weapon options: Heavy Sky Cannon; or Heavy Skyhook.

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

TRANSPORT VESSEL: This unit can fly. In addition, up to 12 SKYFARER models can be embarked in it. If this unit is part of an army that is not a Kharadron Overlords army, it can still use the Sky-fleets battle trait.

Assault Boat: The speed and manoeuvrability of the Arkanaut Frigate allows it to deliver Arkanaut Companies into the fray even as its armoured prow rams the enemy line.
After this unit finishes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the Ramming Dice value shown on this unit’s damage table. For each 4+, that enemy unit suffers 1 mortal wound. Then, you can pick any friendly units embarked in this unit to disembark. Units that disembark in this way must be set up within 3" of an enemy unit and count as having made a charge move. In addition, in the following combat phase, the strike-first effect applies to units that disembarked in this way.

Bulwarks of Iron: The formidable Ironclads and Frigates of the Kharadron match the size and presence of even the largest behemoths of the enemy.
This unit counts as 5 models for the purposes of contesting objectives.

Bomb Racks: This skyvessel carries a variety of bombs that can be dropped onto the battlefield below, obliterating ground targets and leaving smouldering ruin in their wake.
After this unit finishes a normal move or a run, you can pick 1 enemy unit that this unit passed across and roll a number of dice equal to the Bomb Racks value shown on this unit’s damage table. For each 4+, that enemy unit suffers 1 mortal wound. This ability has no effect on units that can fly.

Heavy Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Heavy Skyhook is 6 if the target of the attack is a MONSTER. In addition, If an attack made with this unit’s Heavy Skyhook scores a hit on a MONSTER, if that MONSTER is not slain, after that attack has been resolved, roll a dice. On a 4+, that MONSTER is snagged until the end of the turn. While a MONSTER is snagged, it cannot carry out monstrous rampages. A MONSTER cannot be snagged more than once in the same turn.

Heavy Sky Cannon: A sky cannon can either be loaded with shrapnel or an explosive shell.
Each time this unit shoots, choose either the Shrapnel or Shell weapon characteristics for all the attacks it makes with its Heavy Sky Cannon.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, WAR MACHINE, SKYVESSEL, TRANSPORT VESSEL, ARKANAUT FRIGATE

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9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
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.
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.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move. Units cannot make a normal move if they are within 3" of an enemy unit.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.

The WAR MACHINE keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth

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

None
Behemoth

The TRANSPORT VESSEL keyword is used in the following Kharadron Overlords warscrolls:

Behemoth
© Vyacheslav Maltsev 2013-2024