Kharadron Overlords – Arkanaut Company

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•KHARADRON OVERLORDS WARSCROLL•
Arkanaut Company
4"
1
4+
1
The backbone of the Kharadron airfleets are the Arkanaut Companies. These grizzled privateers crew the sky-ports’ vessels and are armed with a variety of aether-powered firearms and deck tools with which to repel boarders or take the fight to the enemy.
•KHARADRON OVERLORDS WARSCROLL•
Arkanaut Company
Damage calculator
RANGED WEAPONS
RngAtkHitWndRndDmg
Privateer Pistol [Shoot in Combat]
Privateer Pistol
Shoot in Combat
10"24+4+-1
Privateer Heavy Weapon
Privateer Heavy Weapon15"24+3+12
MELEE WEAPONS
AtkHitWndRndDmg
Arkanaut Hand Weapon
Arkanaut Hand Weapon24+4+-1
Skypike [Charge (+1 Damage)]
Skypike
Charge (+1 Damage)
23+3+12
BATTLE PROFILE

Unit Size: 10      Points: 80
Base size: 25mm
Can be reinforced: Yes

  • Each model in this unit is armed with a Privateer Pistol and Arkanaut Hand Weapon.
  • 2/10 models can replace their Privateer Pistol with a Privateer Heavy Weapon (Aethermatic Volley Gun or Light Skyhook).
  • 1/10 models can replace both their weapons with a Skypike.;
  • The champion cannot replace their weapons.

Once Per Turn (Army), Any Charge Phase.
GRIZZLED BUCCANEERS: Arkanauts learn to fight with cutlass and pistol, combining the two to fearsome effect.

Declare: Pick an enemy unit that charged this turn and is in combat with this unit to be the target.

Effect: Roll a dice. On a 3+:
  • This unit can immediately use a SHOOT ability as if it were your shooting phase but all of its attacks must target the target enemy unit.
  • For the rest of the phase, this unit’s Privateer Heavy Weapons have Shoot in Combat.

KEYWORDS
INFANTRY, CHAMPION
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYFARER
Errata
Arkanaut Company
Change the timing of ‘Grizzled Buccaneers’ to:
‘Once Per Turn (Army), Any Charge Phase.’
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
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.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘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.’
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit. If this unit is a BEAST, this ability affects this unit’s Companion weapons.

Errata

Champion
Change the definition of Champion to:
‘Champion: Model’s weapons have +1 to Attacks characteristic. (Command Models, 1.0)’

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

© Vyacheslav Maltsev 2013-2026