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
Masterwork Volley Pistol
Masterwork Volley Pistol9"33+3+-12
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Skalfhammer
Skalfhammer1"33+2+-23
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single

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

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

The Admiral’s Flagship: Every Admiral designates one of the vessels in the airfleet to be their flagship.
If this unit is the general of a Kharadron Overlords army, you can pick 1 ARKANAUT IRONCLAD or ARKANAUT FRIGATE in the army to be its flagship. Record this information on your army roster. Once per turn, this unit can issue a command to its flagship without a command point being spent.

Grudgebreaker Rounds: The finest aether-munitions are Grudgebreaker rounds. They are to be used only in the direst of circumstances and at the Admiral’s command.
Once per battle, at the start of your shooting phase, you can pick 1 friendly KHARADRON OVERLORDS unit that is not a SKYVESSEL and that is wholly within 12" of this unit. Until the end of the 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 per phase.

‘Bring Every Gun to Bear!’: At the Admiral’s command, the Ironclad is steered into position to deliver a devastating salvo of fire.
You can use this command ability at the start of your shooting phase. The unit that receives the command must be a friendly SKYVESSEL that is more than 3" from all enemy units, that remained stationary in the preceding movement phase and that did not receive the Fly High command in the preceding movement phase. Add 1 to the Attacks characteristic of that unit’s missile weapons until the end of the phase.

Command 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 movement phase. The unit that receives the command must be a friendly SKYVESSEL more than 3" from all enemy units. That unit can re-roll run rolls this phase. In addition, that unit can run and still shoot and/or charge later in the turn.

KEYWORDS
ORDER, KHARADRON OVERLORDS, DUARDIN, HERO, SKYFARER, ARKANAUT ADMIRAL, GRUNDSTOK EXPEDITIONARY FORCE

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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 SKYVESSEL keyword is used in the following Kharadron Overlords warscrolls:

None
Behemoth
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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).
© Vyacheslav Maltsev 2013-2024