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.

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

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

Infantry Hero
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.
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.
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).
© Vyacheslav Maltsev 2013-2025