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.
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.