Kharadron Overlords – Arkanaut Ironclad

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Arkanaut Ironclad

Amongst the heaviest Kharadron ships of the line, the redoubtable Ironclads provide a floating fortress of iron at the heart of any airfleet, bombarding their targets from afar with explosives shells and armour-piercing torpedoes.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Aethershot Carbines
Aethershot Carbines12"83+3+-12
Aethershock Torpedoes
Aethershock Torpedoes24"44+3+-1D3
Great Sky Cannon: Shrapnel
Great Sky Cannon: Shrapnel12"63+3+-12
Great Sky Cannon: Shell
Great Sky Cannon: Shell24"24+2+-2D3+3
Great Skyhook
Great Skyhook24"24+2+-2D6
Great Volley Cannon
Great Volley Cannon18"4D63+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Boarding Weapons
Boarding Weapons1"4+4+-1
Wounds SufferedMoveBoarding WeaponsBomb Racks

Unit Size: 1      Points: 480
Battlefield Role: Behemoth
Base size: 170 x 105mm
Notes: Single

An Arkanaut Ironclad is armed with Aethershot Carbines, Aethershock Torpedoes, Boarding Weapons and 1 of the following weapon options: Great Sky Cannon; Great Skyhook; or Great Volley Cannon.

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

TRANSPORT VESSEL: This unit can fly. In addition, up to 22 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.

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.

Great Skyhook: Skyhooks are used to deal grievous wounds to larger creatures.
The Damage characteristic of this unit’s Great Skyhook is 6 if the target of the attack is a MONSTER. In addition, If an attack made with this unit’s Great 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.

Great 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 Great Sky Cannon.

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.

Supremacy Mine: As the enemy closes in on all sides, the ship’s Captain orders the supremacy mine be dropped, resulting in a catastrophic explosion below.
Once per battle, at the end of the enemy charge phase, you can say this unit will drop its supremacy mine. If you do so, pick 1 enemy unit within 3" of this unit and roll a dice. On a 2+, that enemy unit suffers a number of mortal wounds equal to the roll.


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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.
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:


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


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

© Vyacheslav Maltsev 2013-2024