Unit | Move | Wounds | Bravery | Save |
---|---|---|---|---|
Arkanaut Admiral | 4" | 6 | 8 | 3+ |
Command Abilities |
---|
Bring Every Gun to Bear!:
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:
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. |
Unit Abilities |
---|
The Admiral's 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:
Once per battle, at the start of your shooting phase, 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. |