Kharadron Overlords – Arkanaut Admiral

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KHARADRON OVERLORDS WARSCROLL
Arkanaut Admiral
4"
6
3+
2
The Admirals of the airfleets are courageous figures with stout hearts and unbending willpower. It is by the wit and the word of each Admiral that their crew prospers or flounders – but more than that, when out in the realms’ wild skies, it is the difference between life and death. Admirals are at the bleeding edge of the fierce meritocracy of Kharadron society. Each works their way up from the ranks of the Arkanauts to the position of Captain through sheer consistent excellence, and then they have to pass a stringent examination before the Admirals Council before taking their vaunted rank. Their knowledge is far from purely theoretical, as any who have seen them swinging their skalfhammers will attest – powered by their backpack-mounted generators, these weapons can crack a ship’s hull with ease. Should the Admiral thrive by balancing the right amount of daring with enough hard won wisdom, they will accrue more and more shares. Should they fall behind, they might find themselves having to sell off their assets and even their ships. This tends to lend each Admiral a serious gravitas; in matters of war and trade alike, they are cold as stone and unyielding as titanium.
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
Skalfhammer33+2+13
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Guild Officer, Any KHARADRON OVERLORDS

Your Hero Phase
ALWAYS TAKE WHAT YOU ARE OWED: Following the decrees of the Code, the Admiral directs their fleet in the pursuit of profit and glory.

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

Effect: Add D6 to the target’s control score until the start of your next turn.

Once Per Battle (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 that is not in combat to be the target.

Effect: Add 1 to the Attacks characteristic of the target’s ranged weapons for the rest of the turn.

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

Declare: This unit can use this ability even if it is in reserve. Pick an Arkanaut Ironclad or Arkanaut Frigate in this unit’s regiment to be the target. You can pick a unit that is in reserve.

Effect: For the rest of the battle, each time the target uses the ‘All-out Attack’ command while this unit is wholly within 12" of it, no command points are spent.

KEYWORDS
HERO, INFANTRY, GRUNDSTOK EXPEDITIONARY FORCE
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER
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).
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.

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

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 (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Guild Officer.

Infantry Hero
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Reaction: You declared an ATTACK ability
1
ALL-OUT ATTACK: The warriors fight with a frenzied vigour.

Used By: The unit using that ATTACK ability.

Effect: Add 1 to hit rolls for attacks made as part of that ATTACK ability. This also affects weapons that have the Companion weapon ability.
© Vyacheslav Maltsev 2013-2024