Kharadron Overlords – Arkanaut Ironclad

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KHARADRON OVERLORDS WARSCROLL
Arkanaut Ironclad
10"
20
3+
5
The Arkanaut Ironclads are counted amongst the most powerful military assets in the Mortal Realms. With a skilled crew and a veteran Captain at the helm, they can handle even the foulest weather at a swift and constant pace, and the sheer volume of firepower they can dispense is dizzying in its destructive potency. Each Ironclad is borne aloft upon turbines powered by aether gold, that lighterthan- air substance that coalesces in the realms’ skies. The vessels each have a deck protected by a reinforced balustrade. Atop the forecastle is mounted the most devastating of an Ironclad’s weapons, usually either a harpoon-like great skyhook for impaling and snagging monstrous beasts, a volley cannon for mowing down numerous foes, or a great sky cannon that can blast apart distant targets in an incendiary display of power. Batteries of swivel guns mounted at the base of the craft’s hull rake through enemies whilst grudgesettler bombs blow great craters in the hordes below. Those who risk a boarding action with an Arkanaut Ironclad are met by the most determined of counter-assaults. To the crew, their ship is more than just a soulless war machine; it is their flagship and their very home upon the open airs.
KHARADRON OVERLORDS WARSCROLL
Arkanaut Ironclad
RANGED WEAPONS
RngAtkHitWndRndDmg
Aethershock Torpedoes
Aethershock Torpedoes18"44+3+12
Great Sky Cannon
Great Sky Cannon24"24+2+2D3+3
Great Volley Cannon [Anti-INFANTRY (+1 Rend)]
Great Volley Cannon
Anti-INFANTRY (+1 Rend)
18"4D64+3+11
Aethershot Carbines [Shoot in Combat]
Aethershot Carbines
Shoot in Combat
12"83+3+12
Great Skyhook [Anti-MONSTER (+1 Rend)]
Great Skyhook
Anti-MONSTER (+1 Rend)
24"23+2+2D6
MELEE WEAPONS
AtkHitWndRndDmg
Boarding Weapons
Boarding Weapons84+4+-1
BATTLE PROFILE

Unit Size: 1      Points: 500
Base size: 170 × 105mm
Can be reinforced: No

This unit is armed with Aethershot Carbines, Aethershock Torpedoes, Boarding Weapons and 1 of the following options:
  • Great Sky Cannon
  • Great Skyhook
  • Great Volley Cannon

Passive
TRANSPORT CAPACITY
Effect: This unit can transport up to 3 friendly KHARADRON OVERLORDS INFANTRY units with a combined model count of up to 22 (see Battle Traits).

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Aethershot Carbines is 4.

Deployment Phase
GREAT ENDRINWORKS: Each Ironclad is a master-crafted vessel with a host of custom modifications.

Effect: Pick 1 of the following effects to apply to this unit for the rest of the battle:

Magnificent Omniscope: Add 2" to this unit’s Move characteristic.

Collapsible Compartments: Add 1 to the total number of units and 10 to the total number of models this unit can transport.

Aetheric Repulsion Field: This unit can use the ‘Unbind’ ability as if it had WIZARD (1).

This unit can use this ability even if it is in reserve.

Your Movement Phase
HEAVY BOMB RACKS: This skyvessel carries a variety of bombs that can be dropped onto the battlefield.

Declare: Pick an enemy unit that does not have Fly and that this unit passed across this phase to be the target.

Effect: Roll 10 dice. For each 4+, inflict 1 mortal damage on the target.

KEYWORDS
WAR MACHINE, FLY
ORDER, KHARADRON OVERLORDS, DUARDIN, SKYVESSEL
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
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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6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
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.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
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).

The WAR MACHINE keyword is used in the following Kharadron Overlords warscrolls:

15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

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

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

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

Unbind
Reaction: Opponent declared a SPELL ability
UNBIND: The wizard saps the energy from an enemy’s spell, nullifying its effects.

Used By: A friendly WIZARD within 30" of the enemy WIZARD casting the spell.

Effect: Make an unbinding roll of 2D6. If the roll exceeds the casting roll tor the spell, then the spell is unbound and its effect is not resolved. This reaction cannot be used more than once per casting roll.
KEYWORDSUNBIND

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
© Vyacheslav Maltsev 2013-2024