Kharadron Overlords – Arkanaut Admiral

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KHARADRON OVERLORDS WARSCROLL
Arkanaut Admiral
4"
6
3+
2
Arkanaut Admirals are the cream of the sky-ports’ officer class, intrepid leaders and battle-hardened veterans of countless aerial engagements whose booming commands inspire their crews to mighty deeds in the search for profit.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Admiral
RANGED WEAPONS
RngAtkHitWndRndDmg
Masterwork Volley Pistol [Shoot in Combat]
Masterwork Volley Pistol
Shoot in Combat
10"33+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Skalfhammer
Skalfhammer43+3+13
BATTLE PROFILE

Unit Size: 1      Points: 140
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, Any KHARADRON OVERLORDS

Once Per Turn (Army), Your Shooting Phase
THE ADMIRAL’S FLAGSHIP: Every Admiral designates one of their vessels in the airfleet to be their flagship.

Declare: Pick a friendly FLAGSHIP wholly within 12" of this unit to be the target.

Effect: For the rest of the phase, each time the target uses a SHOOT ability, you can re-roll 1 of the hit rolls made for that ability.

Once Per Turn (Army), Your Shooting Phase
BRING EVERY GUN TO BEAR!: At the Admiral’s order, the skyvessel is steered into position to deliver a devastating salvo.

Declare: Pick a friendly SKYVESSEL wholly within 24" of this unit to be the target.

Effect: For the rest of the turn, add 1 to the Attacks characteristic of the target’s ranged weapons.

KEYWORDS
HERO, INFANTRY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

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

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.
Battle Traits
Passive
SKYVESSEL COVER: With a mighty skyvessel floating above providing covering fire, Kharadron Overlords are much harder to target.

Effect: Subtract 1 from hit rolls for attacks that target friendly KHARADRON OVERLORDS INFANTRY units while they are wholly within 6" of a friendly Arkanaut Ironclad or Arkanaut Frigate.

Once Per Battle (Army), Deployment Phase
FLYING HIGH: Often one skyvessel will hold back high above the battlefield, only to descend and deploy additional troops where and when they are most needed.

Declare: Pick a friendly SKYVESSEL that is in a regiment from which no units have been deployed, then pick a number of units up to its Transport Capacity (see its warscroll) that are in its regiment.

Effect: Set up all of those units in reserve in the clouds. They have now been deployed.
KEYWORDSDEPLOY

Once Per Battle (Army), Deployment Phase
THE FLAGSHIP: Every fleet commander designates one of their vessels to be their flagship.

Declare: Pick a friendly SKYVESSEL to be the target. The target can be in reserve.

Effect: The target has the FLAGSHIP keyword for the rest of the battle. Give the target 1 Great Endrinwork.

Designer’s Note: This Great Endrinwork is given to the unit during the deployment phase, not during army composition. It can be given to the target even if it already has a Great Endrinwork.

Your Movement Phase
DESCEND FROM THE CLOUDS: As a skyvessel swoops down to the battlefield, its Kharadron passengers scramble to disembark and storm the enemy lines.

Declare: Pick a friendly SKYVESSEL in the clouds to use this ability.

Effect: Set up that SKYVESSEL anywhere on the battlefield more than 9" from all enemy units. Then, set up all other units that were set up in the clouds with that SKYVESSEL wholly within 6" of it and more than 9" from all enemy units.

Your Movement Phase, Reaction: You declared a non-CHARGE MOVE ability for a friendly SKYVESSEL
TRANSPORT SKYFARERS: The Kharadron rule the skies of the realms with fleets of fearsome airships crewed by hardened duardin.

Effect: Pick a number of units up to that SKYVESSEL’s Transport Capacity (see its warscroll) that are wholly within 6" of it and not in combat to be the targets. Units that have been transported this turn cannot be targets.

Remove the targets from the battlefield. After the SKYVESSEL ends its move, you must set up each target unit on the battlefield, wholly within 6" of that SKYVESSEL and not in combat. Those units have been transported. A unit cannot use CHARGE abilities if it was transported in the same turn.

Those HEROES can join an eligible regiment as a Guild Officer.

Infantry Hero
© Vyacheslav Maltsev 2013-2025