Battlehost: Min (1 Leader & 3 Battleline)

Leaders:1

  • Admiral – 120
    • | M: 4″ | W: 6 | SV: 3+ | BR: 8 |
    • Volley Pistol – Missile
      • | 12″ | A: 3 | H: 3+ | W: 4+ | R: -1 | D: 1 |
    • Skalfhammer – Melee
      • | 1″ | A: 2 | H: 3+ | W: 2+ | R: -2 | D: 2 |
    • First to the Fray
      • If an Arkanaut Admiral ends a charge move iwthin 1/2″ of an enemy unit, you can add 1 to charge rolls for friendly Kharadron Overlords units within 18″ until the end of the phase.
    • Master of the Skies
      • If an Arkanaut Admiral is embarked on a Skyvessel, that vessel can run and shoot in the same turn.
    • If You Want A Job Done…
      • You can re-roll hit and wound rolls of 1 for an Arkanaut Admiral if the target is a Hero or Monster.
    • Command Abilities: Invoke the Code
      • If an Arkanaut Admiral uses this ability, they invoke one of the central tenets of the Code. Choose one of the following tenets – the effects lasts until your next hero phase.
        • Lead by Example
          • Friendly Kharadron Overlords units within 12″ of the Admiral in the battleshock phase do not have to take battleshock tests.
        • Look Out For The Boss
          • IF there is a friendly Skyfarers unit within 1″ when the Admiral suffers a wound or mortal wound, you can roll a dice. On a 5 or 6, that unit suffers a mortal wound instead.
        • Talk Softly, Carry A Big Hammer
          • Re-roll failed hit and wound rolls for the Admiral in the combat phase.
      • At the Double (Generic)
        • You can use this command ability after you make a run roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, the run roll is treated as being a 6.
      • Forward to Victory (Generic)
        • You can use this command ability after you make a charge roll for a friendly unit that is within 6″ of a friendly Hero, or 12″ of a friendly Hero that is a general. If you do so, re-roll the charge roll.
      • Inspiring Presence (Generic)
        • You can use this command ability at the start of the battleshock phase. If you do so, pick a friendly unit that is within 6″ of friendly Hero, or 12″ of a friendly Hero that is a general. That unit does not have to take battleshock tests in that phase.
    • Command Trait: Opportunistic Privateers
      • In your shooting phase you can pick an enemy unit. Until the end of your phase, you can re-roll failed hit rolls against that unit for any of your units that are within 3″ of your general.
    • Artefact of Power: Masterwrought Armor
      • Re-roll save rolls of 1 for this Hero.
    • Artefact of Power: Gattlesson’s Endless Repeater
      • Pick one of the bearer’s missile weapons to be an Endless Reaper. Add 2 to the Attacks characteristics of this weapon.

Battleline: 3

  • Arkanaut Company – 120
    • | M: 4″ | W: 1 | SV: 5+ | BR: 6 |
    • Privateer Pistol – Missile
      • | 12″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Arkanaut Cutter – Melee
      • | 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
    • 3 Light Skyhooks – Missile
      • |  24″ | A: 1 | H: 4+ | W: 3+ | R: -2 | D: d3 |
    • 3 Gun Butts – Melee
      • | 1″ | A: 1 | H: 4+ | W: 5+ | R: – | D: 1 |
    • Company Captain
      • Volley Pistol – Missile
        • | 12″ | A: 3 | H: 4+ | W: 4+ | R: – | D: 1 |
      • Captain’s Arkanaut Cutter – Melee
        • | 1″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Glory-seekers
      • Add 1 to hit rolls for any model in this unit if the target for all of its attacks in that phase is a Hero or a Monster.
  • Arkanaut Company – 120
    • | M: 4″ | W: 1 | SV: 5+ | BR: 6 |
    • Privateer Pistol – Missile
      • | 12″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Arkanaut Cutter – Melee
      • | 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
    • 3 Aethermatic Volley Guns – Missile
      • |  18″ | A: 6 | H: 5+ | W: 4+ | R: -1 | D: 1 |
    • 3 Gun Butts – Melee
      • | 1″ | A: 1 | H: 4+ | W: 5+ | R: – | D: 1 |
    • Company Captain
      • Volley Pistol – Missile
        • | 12″ | A: 3 | H: 4+ | W: 4+ | R: – | D: 1 |
      • Captain’s Arkanaut Cutter – Melee
        • | 1″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Glory-seekers
      • Add 1 to hit rolls for any model in this unit if the target for all of its attacks in that phase is a Hero or a Monster.
  • Arkanaut Company – 120
    • | M: 4″ | W: 1 | SV: 5+ | BR: 6 |
    • Privateer Pistol – Missile
      • | 12″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Arkanaut Cutter – Melee
      • | 1″ | A: 1 | H: 4+ | W: 4+ | R: – | D: 1 |
    • 3 Skypikes – Melee
      • |  2″  | A: 2 | H: 4+ | W: 4+ | R: -1 | D: d3 |
    • Company Captain
      • Volley Pistol – Missile
        • | 12″ | A: 3 | H: 4+ | W: 4+ | R: – | D: 1 |
      • Captain’s Arkanaut Cutter – Melee
        • | 1″ | A: 2 | H: 4+ | W: 4+ | R: – | D: 1 |
    • Glory-seekers
      • Add 1 to hit rolls for any model in this unit if the target for all of its attacks in that phase is a Hero or a Monster.

Behemoths: 3/4

  • Arkanaut Frigate (Gnol) – 240
    • | M: 10″ (12-14″) / 9″ (6-11) / 8″ (5-1) | W: 14 | SV: 5+ | BR: 7 |
    • Heavy  Skyhook – Missile
      • | 18″ | A: 1 | H: 4+ | W: 3+ | R: -2 | D: d3 |
    • Aethershot Carbines – Missile
      • | 12″ | A: 4 (9-14) / 3 (3-8) / 2 (1-2) | H: 3+ | W: 4+ | R: -1 | D: 1 |
    • Belaying Valves – Melee
      • | 1″ | A: 3 (6-14) / 2 (3-5) / 1 (1-2) | H: 4+ | W: 4+ | R: – | D: 1 |
    • Fly
      • Arkanaut Ironclads can fly.
    • Aetheric Navigation
      • If there is a friendly Aetheric Navigator visible to it, an Arkanaut Frigate can move an extra d3″ in the movement phase.
    • All Hands to the Guns
      • In each of your hero phases, the Captain of an Arkanaut Frigate can give this order. If they do so, until your next hero phase you can re-roll hit rolls of 1 in the shooting phase for the Arkanaut Frigate, but its Move characteristic is halved and it may not run.
    • Bomb Racks
      • If any enemy unit ends its charge within 1″ of the Frigate, it can drop Detonation Drills or Grudgesettler Bombs. Choose which bomb it will drop, and than roll a dice. On a 4 or more the enemy unit suffers the following effect:
        • Detonation Drills
          • The enemy unit cannot be chosen to pile in and attack until all other units have done so. Units that can fly are not affected.
        • Grudgesettler Bombs
          • The enemy unit suffers d3 mortal wounds. Units that can fly are not affected.
    • Skyhook
      • After all attacks for this unit are completed, if any wounds inflicted by this unit’s Skyhook were allocated to an enemy unit and not negated, you can move this unit d6″, as long as it ends the move closer to one of the enemy units that the wounds inflicted by the Skyhook were allocated to.
    • Skymines
      • An Arkanaut Frigate will release clusters of spiked Skymines to defend itself from flying enemies. When an enemy unit that can fly ends its charge within 1″ of a Frigate, roll a dice for each model in the charging unit. On each roll of 6 the unit suffers a mortal wound.
    • Tireless Endrinriggers
      • Roll a dice for this model in each of your hero phases. On a 4 or more it heals 1 wound.
    • Vessel
      • An Arkanaut Frigate can carry 10 Skyfarer models, allowing them to move swiftly across the battlefield and in relative safety.
    • Overburdened
      • If you wish, your Arkanaut Frigate can carry up to 15 Skyfarer models. For each Skyfarer over 10 that it carries, reduce the Frigate’s Move characteristic by 1″.
    • Set-up
      • When you set up an Arkanaut Frigate, units of Skyfarers can start the battle embarked within it instead of being set up separately – declare which units are embarked inside the Arkanaut Frigate when you set it up.
    • Great Endrinworks: The Last Word
      • Pick one of the Skyvessel’s missile weapons to be The Last Word. When an enemy unit finishes a charge within 1/2″ of this vessel, you can immediately shoot at that unit with this weapon as if it were your shooting phase.
  • Arkanaut Frigate (Drung) – 240
    • | M: 10″ (12-14″) / 9″ (6-11) / 8″ (5-1) | W: 14 | SV: 5+ | BR: 7 |
    • Heavy  Skyhook – Missile
      • | 18″ | A: 1 | H: 4+ | W: 3+ | R: -2 | D: d3 |
    • Aethershot Carbines – Missile
      • | 12″ | A: 4 (9-14) / 3 (3-8) / 2 (1-2) | H: 3+ | W: 4+ | R: -1 | D: 1 |
    • Belaying Valves – Melee
      • | 1″ | A: 3 (6-14) / 2 (3-5) / 1 (1-2) | H: 4+ | W: 4+ | R: – | D: 1 |
    • Fly
      • Arkanaut Ironclads can fly.
    • Aetheric Navigation
      • If there is a friendly Aetheric Navigator visible to it, an Arkanaut Frigate can move an extra d3″ in the movement phase.
    • All Hands to the Guns
      • In each of your hero phases, the Captain of an Arkanaut Frigate can give this order. If they do so, until your next hero phase you can re-roll hit rolls of 1 in the shooting phase for the Arkanaut Frigate, but its Move characteristic is halved and it may not run.
    • Bomb Racks
      • If any enemy unit ends its charge within 1″ of the Frigate, it can drop Detonation Drills or Grudgesettler Bombs. Choose which bomb it will drop, and than roll a dice. On a 4 or more the enemy unit suffers the following effect:
        • Detonation Drills
          • The enemy unit cannot be chosen to pile in and attack until all other units have done so. Units that can fly are not affected.
        • Grudgesettler Bombs
          • The enemy unit suffers d3 mortal wounds. Units that can fly are not affected.
    • Skyhook
      • After all attacks for this unit are completed, if any wounds inflicted by this unit’s Skyhook were allocated to an enemy unit and not negated, you can move this unit d6″, as long as it ends the move closer to one of the enemy units that the wounds inflicted by the Skyhook were allocated to.
    • Skymines
      • An Arkanaut Frigate will release clusters of spiked Skymines to defend itself from flying enemies. When an enemy unit that can fly ends its charge within 1″ of a Frigate, roll a dice for each model in the charging unit. On each roll of 6 the unit suffers a mortal wound.
    • Tireless Endrinriggers
      • Roll a dice for this model in each of your hero phases. On a 4 or more it heals 1 wound.
    • Vessel
      • An Arkanaut Frigate can carry 10 Skyfarer models, allowing them to move swiftly across the battlefield and in relative safety.
    • Overburdened
      • If you wish, your Arkanaut Frigate can carry up to 15 Skyfarer models. For each Skyfarer over 10 that it carries, reduce the Frigate’s Move characteristic by 1″.
    • Set-up
      • When you set up an Arkanaut Frigate, units of Skyfarers can start the battle embarked within it instead of being set up separately – declare which units are embarked inside the Arkanaut Frigate when you set it up.
    • Great Endrinworks: The Last Word
      • Pick one of the Skyvessel’s missile weapons to be The Last Word. When an enemy unit finishes a charge within 1/2″ of this vessel, you can immediately shoot at that unit with this weapon as if it were your shooting phase.
  • Arkanaut Frigate (Rikkazen) – 240
    • | M: 10″ (12-14″) / 9″ (6-11) / 8″ (5-1) | W: 14 | SV: 5+ | BR: 7 |
    • Heavy  Skyhook – Missile
      • | 18″ | A: 1 | H: 4+ | W: 3+ | R: -2 | D: d3 |
    • Aethershot Carbines – Missile
      • | 12″ | A: 4 (9-14) / 3 (3-8) / 2 (1-2) | H: 3+ | W: 4+ | R: -1 | D: 1 |
    • Belaying Valves – Melee
      • | 1″ | A: 3 (6-14) / 2 (3-5) / 1 (1-2) | H: 4+ | W: 4+ | R: – | D: 1 |
    • Fly
      • Arkanaut Ironclads can fly.
    • Aetheric Navigation
      • If there is a friendly Aetheric Navigator visible to it, an Arkanaut Frigate can move an extra d3″ in the movement phase.
    • All Hands to the Guns
      • In each of your hero phases, the Captain of an Arkanaut Frigate can give this order. If they do so, until your next hero phase you can re-roll hit rolls of 1 in the shooting phase for the Arkanaut Frigate, but its Move characteristic is halved and it may not run.
    • Bomb Racks
      • If any enemy unit ends its charge within 1″ of the Frigate, it can drop Detonation Drills or Grudgesettler Bombs. Choose which bomb it will drop, and than roll a dice. On a 4 or more the enemy unit suffers the following effect:
        • Detonation Drills
          • The enemy unit cannot be chosen to pile in and attack until all other units have done so. Units that can fly are not affected.
        • Grudgesettler Bombs
          • The enemy unit suffers d3 mortal wounds. Units that can fly are not affected.
    • Skyhook
      • After all attacks for this unit are completed, if any wounds inflicted by this unit’s Skyhook were allocated to an enemy unit and not negated, you can move this unit d6″, as long as it ends the move closer to one of the enemy units that the wounds inflicted by the Skyhook were allocated to.
    • Skymines
      • An Arkanaut Frigate will release clusters of spiked Skymines to defend itself from flying enemies. When an enemy unit that can fly ends its charge within 1″ of a Frigate, roll a dice for each model in the charging unit. On each roll of 6 the unit suffers a mortal wound.
    • Tireless Endrinriggers
      • Roll a dice for this model in each of your hero phases. On a 4 or more it heals 1 wound.
    • Vessel
      • An Arkanaut Frigate can carry 10 Skyfarer models, allowing them to move swiftly across the battlefield and in relative safety.
    • Overburdened
      • If you wish, your Arkanaut Frigate can carry up to 15 Skyfarer models. For each Skyfarer over 10 that it carries, reduce the Frigate’s Move characteristic by 1″.
    • Set-up
      • When you set up an Arkanaut Frigate, units of Skyfarers can start the battle embarked within it instead of being set up separately – declare which units are embarked inside the Arkanaut Frigate when you set it up.

Warscrolls: 1

  • Iron Sky Squadron – 130
    • Bold Privateers
      • In the turn in which an Arkanaut Company from this battalion disembarks from an Arkanaut Frigate from this battalion, you can re-roll run and charge moves for that unit.
    • Opening Salvo
      • In the first battle round, add 1 to the Attacks characterstics of all missile weapons of the Arkanaut Frigates from this battalion.

Total: 1330