Fromout of blacknessthey come, emerging from the depths of the realms’seas upon a surging tide of magic. Thesemerciless raidersdo not seek merely to slaughteror enslave, however, for they are the Idoneth Deepkin – they havecome to take their victims’ verysouls.This page contains all of the rules you need to field your Idoneth Deepkin miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.
|Idoneth Deepkin||Battletome||1||1.1||December 2019|
|General’s Handbook ’2020|
|General’s Handbook ’2020||Expansion||2||1.0||August 2020|
|Broken Realms: Morathi|
|Broken Realms: Morathi||Expansion||2||1.0||November 2020|
|Q:||How does the High Tide rule work if two Idoneth Deepkin armies fight each other?|
If both sides can use an ability at the start of a phase (such as the High Tide allegiance ability), the player whose turn is taking place uses it first, followed by their opponent. This means that all the IDONETH DEEPKIN units from the player whose turn is taking place attack first, followed their opponent’s IDONETH DEEPKIN units.
|Q:||Forgotten Nightmares states that ‘Missile weapons can only be used to target an Idoneth Deepkin unit with this battle trait if it is the closest visible enemy unit.’ Can I ignore this restriction if the attacking unit has an ability that allows it to target a unit that is not visible?|
|Q:||If a Hero uses the Cloud of Midnight in the enemy shooting phase and is the closest visible unit to an attacker, does this stop that attacker from shooting at any other Idoneth Deepkin units?|
|Q:||If I use the Sands of Infinity when a wizard casts Riptide, what happens to the unit I pick to be the target of the spell?|
Subtract 1 from hit rolls for attacks made by that unit until your hero phase after next. At the start of your hero phase after next, that unit suffers D3 mortal wounds.
|Q:||The rules say that Idoneth Deepkin armies have the ability to place two Etheric Vortexes. A Gloomtide Shipwreck is an Etheric Vortex that can be placed in two halves. Does this mean that the total number of Shipwreck halves that may be placed by an Idoneth Deepkin player is 4?|
No, the total number of Shipwreck halves that may be placed is 2. The rules allow the Idoneth Deepkin player to set up 2 Etheric Vortex terrain features; as noted on its warscroll, if a Gloomtide Shipwreck model is split up, each half of the model is 1 terrain feature, and therefore each half counts as 1 of the 2 terrain features you can set up.
|Q:||If an Ionrach Royal Council has more than one Tidecaster or Soulscryer, do they all need to be within 3" of the Akhelian King in order to use the Give Them No Respite command ability?|
|Q:||Do the Sylvaneth units in an Alliance of Wood and Sea receive the benefits of any Enclave the army belongs to?|
No (with the exception of the Emissary of the Deep Places command trait).
|Q:||Does the Ionrach’s Emissary of the Deep Places command trait apply after your general is slain?|
|Q:||Does the Akhelian Corps’ Pulsing Rhythm of the Drums ability allow me to re-roll one of the dice in a charge roll, or must I re-roll both?|
You must re-roll both.
|Q:||The Dormant Energies ability on the Eidolon of Mathlann, Aspect of the Sea warscroll says you can re-roll a casting roll, and that if you don’t re-roll a casting roll, you can heal D3 wounds. Can you heal D3 wounds if you use a different ability or rule to re-roll the casting roll?|
|Q:||Can I add 1 to save rolls for the Akhelian Leviadon because of its Void Drum ability?|
No – the Leviadon is a MONSTER with a Wounds characteristic of 8 or more, and units containing such models never receive the cover save modifier (we instead reflected the effect of the Void Drum combined with the Leviadon’s thick shell by giving the model a very high save roll).
The Idoneth disappear from the consciousness of their enemies almost instantly, leaving only a feeling of unease, like a dimly remembered nightmare.Missile weapons can only be used to target an IDONETH DEEPKIN unit with this battle trait if it is the closest visible enemy unit.
Idoneth Deepkin destroy their enemies like the relentless tides of a perilous sea, building up their attack to a crashing crescendo and then receding to leave nothing but death in their wake.IDONETH DEEPKIN units with this battle trait have a different Tides of Death ability each battle round, as shown on the Tides of Death table below.
Low TideThe Idoneth Deepkin move towards the foe, their appearance eerily refracted and distorted, like an object seen through water.
In this battle round, all units with the Tides of Death battle trait are treated as being in cover.
Flood TideThe Idoneth Deepkin attack suddenly, swirling around the foe and trapping the unwary.
In this battle round, all units with the Tides of Death battle trait that run can still either shoot or charge in the same turn (but not both).
High TideThe Idoneth Deepkin surge forward and fall upon the foe, smashing them with the speedand fury of gale-blown waves.
In this battle round, units with the Tides of Death battle trait fight at the start of the combat phase.
Ebb TideTheir work done, the Idoneth Deepkin withdraw from the fray, leaving the enemy’s dead behind like flotsam on a stormwracked beach.
Repeat the four Tides of Death steps, starting with LowTide.
|If the general of your army is an IDONETH DEEPKIN HERO, they can have one of the following command traits in addition to any others they have. You can either pick the trait or roll a dice to randomly determine it. If, for any reason, you must select a new general during a battle, immediately generate a trait for them.|
Akhelian ArtefactsAny AKHELIAN HERO can be given one of the following Akhelian artefacts.
Idoneth ArtefactsAny IDONETH DEEPKIN HERO can be given one of the following Idoneth artefacts.
Isharann ArtefactsAny ISHARANN HERO can be given one of the following Isharann artefacts.
Arcane ArtefactsAny IDONETH DEEPKIN HERO WIZARD can be given one of the following arcane artefacts.
Lore of the Deeps
The Idoneth Deepkin’s Tidecasters wielding powers unlike any used by the other wizards of the Mortal Realms.The spells they cast reflect the abyssal depths of the seas from which they come as well as the dark corners of a living being’s psyche.Each IDONETH DEEPKIN WIZARD in an IDONETH DEEPKIN army knows an additional spell chosen from the Lore of the Deeps. You can either pick the spell, or roll a D6 on the table below to randomly determine it. Note that each WIZARD in an IDONETH DEEPKIN army can know a different spell, or, if you prefer, you can instead generate (pick or roll) one spell that will be known by all your IDONETH DEEPKIN WIZARDS.
The Idoneth Deepkin are a race skilled in the use of magic; indeed, their survival beneath the waves depends upon their ability to manipulate their environment through arcane means. Nowhere is this masterymore evident than in their summoning of the strange phenomenon known as the ethersea.
The Isharann use their arcane talents for a wide range of tasks, including building, healing, soul-theft and war. They draw energies from the realms, the seas and their own repressed emotions, and can perform arcane rituals that unleash this dark power upon the battlefield.
ISHARANN HEROES from an Idoneth Deepkin army can perform the following Isharann rituals in your hero phase. A maximum of one Isharann ritual can be performed in each hero phase.
In order to perform a ritual, at the start of your hero phase, say which ritual is being performed and then pick one ISHARANN HERO from your army that is more than 9" from any enemy models. Then roll 2D6. Add 1 to the roll if the HERO performing the ritual is within 1" of a Gloomtide Shipwreck, and add a further 1 to the roll if they are a PRIEST. In addition, add 1 to the roll for each other friendly ISHARANN HERO that is within 3" of the model performing the ritual (add 2 instead for each HERO within 3" that is a PRIEST). On a 10+ the ritual is successfully performed and has the effect listed below. On any other result, the ritual fails and nothing happens.
Ritual of Erosion
This ritual harnesses the power of the ethersea, and uses it to batter fortifications that the Idoneth Deepkin’s enemies are using for protection.Until your next hero phase, enemy units do not receive any benefit for being in cover.
Ritual of Rousing
This ritual draws on the energy of the chorrileums and uses it to empower Eidolons of Mathlann.Heal 1 wound allocated to each friendly EIDOLON on the battlefield. In addition, you can re-roll failed hit rolls and casting rolls for friendly EIDOLONS until your next hero phase.
Ritual of the Tempest
This ritual stirs the air above the ethersea into a swirling tempest that batters flying creatures to the ground.Until your next hero phase, enemy models cannot fly.
Deepmare Mount TraitsHERO mounted on Deepmare only.
Leviadon Mount TraitsLEVIADON only.
From the powerful Tidecasters of Ionrach to the cunning raiders of Briomdar, the different enclaves of the Idoneth Deepkin are distinct in their character. Below you will find rules that allow you to tailor your collection to represent one of six major enclaves.
The Ionrach are the most numerous and widespread of all the Idoneth Deepkin enclaves.They have expanded through the whirlways and established strongholds in each of the Mortal Realms thanks to the peerless magic of their Tidecasters and the ceaselesstoil of their military.
Strong in Magic: The Ionrach have always been strong in magic, being the closest of all Idoneth Deepkin to Teclis’ original vision for the aelves reclaimed from Slaanesh.
Add 1 to casting and unbinding rolls for Ionrach WIZARDS.
An Ionrach Royal Council can include up to 2 Isharann Tidecasters and up to 2 Isharann Soulscryers.
An Ionrach general must have this command trait instead of one of those listed here:
Emissary of the Deep Places: The leaders of Ionrach do not hesitate to aid other Idoneth Deepkin, and have even been known to ally with outsiders against a common enemy.
Allied units in an Ionrach army are treated as having the Tides of Death battle trait and can therefore use abilities from the Tides of Death table each battle round.
The Dhom-hain are one of the largest of the Idoneth enclaves. They are fiercely independent and disdain all outsiders. Other enclaves believe the Dhom-hain exhibit degrees of savagery unbecoming of aelves, likening them to the less enlightened races. In truth, the Dhom-hain wilfully ignore the other enclaves, considering them arrogant, misguided and overly meddlesome.
Savage Fighters: The warriors of Dhom-hain are renowned as especially savage fighters that strike quickly and then fall back to attack again.
In your combat phase, re-roll hit rolls of 1 for Dhom-hain AKHELIAN and Dhom-hain NAMARTI units that made a charge move in the same turn.
Deep Questors: The Dhom-hain capital is located in the Black Trough in Ghur. The enclave’s barbaric warriors are experts at fighting the savage beasts that infest their realm.
You can re-roll failed wound rolls for Dhom-hain AKHELIAN units if the target is a MONSTER.
A Dhom-hain Akhelian Corps can include up to 6 units of AKHELIAN GUARD.
Fuethán are aggressive but canny fighters, and they will press any advantage to its fullest. Should an enemy break and flee they will not hesitate to pursue, hacking down the foe with all the zeal of blood-frenzied Allopexes.Once such an onslaught has begun, the Fuethán will finish the job with such extreme violence they can often be found hacking, stabbing, and slicing foes long after life has passed out of their mutilated bodies.
ABILITIESFiercest of Creatures: When bonding beasts, the Fuethán look for creatures whose aggression matches their own.
Revelin Slaughter: Quick to anger, the merciless riders of Fuethán are notorious for leaving nothing but carnagein their wake.
You can re-roll hit rolls of 1 for Fuethán units that are affected by the Flood Tide ability from the Tides of Death table. In addition, whenever a Fuethán unit would be affected by the Ebb Tide ability from the Tides of Death table, they are instead affected by the Flood Tide ability from the same table.
In the combat phase, re-roll wound rolls of 1 for Fuethán mounts.
A Fuethán Phalanx can include up to 6 Akhelian Corps.
Surrounded by chill mists and speaking in voices little more than whispers, even other Idoneth Deepkin find the presence of those from the Mor’phann enclave disquieting. They are a sombre and stoic people that are practical in nature. Everything about their personalities is cool and measured – not for them the hot-headed fury of the Fuethán or the flashy heroism of the Ionrach.
Soul-magic Adepts: Mor’phann Soulrenders raise Namarti back almost as quickly as they fall in battle.
When a Mor’phann Isharann Soulrender uses their Lurelight ability, add 3 to the number of models that are returned.
A Mor’phann Namarti Corps can include up to 6 units of Namarti Reavers.
Mor’phann Tidecasters know the Freezing Mists spell instead of a spell from the Lore of the Deeps.
Freezing Mists: Mor’phann Tidecasters can summon freezing ethereal mists that slow the movement of their foes.
Freezing Mists has a casting value of 6. If successfully cast, pick an enemy unit within 12"of the caster that is visible to them. Until your next hero phase, that unit can only move 1" when it piles in, and any abilities that would increase its pile-in move are ignored.
The Nautilar favour defensive methods of war, although this does not mean they hunker passively behind their fortifications. Rather, they utilise concealed traps and tower-mounted weapons to thin the ranks of the foe, and engage in swift hit-and-run assaults to wrong-foot their opponents. Their mobile city bristles with gated shelltowers from which Nautilar troops issue forth to assail the foe from all directions before rapidly retreating.
Consummate Defenders: The aelves of Nautilar Enclave have grown expert in defending their moving city from the many perilsit faces.
You can re-roll failed hit rolls for Nautilar units in the combat phase if the target made a charge move in the same turn.
A Nautilar Akhelian Corps can include up to 2 Akhelian Leviadons.
Nautilar Tidecasters know the Protective Barrier spell instead of a spell from the Lore of the Deeps.
Protective Barrier: Nautilar Tidecasters are adept at creating arcane barriers to protect their comrades from harm.
Protective Barrier has a casting value of 4. If successfully cast, pick a friendly Nautilar unit within 12" of the caster that is visible to them. Until your next hero phase, worsen the Rend characteristic of attacks that target that unit by 1 (to a minimum of ‘-’).
Seeking reclusion, the enclave that became the Briomdar branched off from Ionrach and settled in the deepest part of the Green Gulch in Ghyran. The undersea forests of that region have since had much influence on their development. They are masters of stealth and ambush, and can move swiftly through even the thickest terrain. These skills have been perfected by the Briomdar over countless raids, for they are relentless marauders.
Supreme Soulscryers: The exemplary skill of Briomdar Soulscryers sets them apart from their kin, guiding their raiding parties to encircleand entrap their prey.
If a Briomdar Soulscryer uses their Finder of Ways ability, up to three friendly Briomdar units can join them instead of only two. In addition, you can set up the units that join a Briomdar Soulscryer wholly within 18" of the Soulscryer instead of wholly within 12" of the Soulscryer.
Unstoppable Raiders: The Briomdar are able to navigate dense terrain with ease, bypassing fortress walls and tangled forests as if they were not there.
Briomdar units that cannot normally fly ignore terrain features when they move, as if they could fly. Note that this does not allow them to ignore enemy models when they move.
A Briomdar Namarti Corps can include up to 6 units of Namarti Reavers.
An Incoming Tide
An Idoneth Deepkin soul-raid starts with the Idoneth emerging from the sea as close as possible to their target. Thoughmost peoples of the realms remain ignorant of the Idoneth’s true nature, legends of mysterious invaders from the ocean have prompted some of the more cautious coastal communities to station sentinels to guard the shoreline from a sudden attack.THE ARMIES
One player commands an army of Idoneth Deepkin, and the other commands an army of Sentinels.
IDONETH DEEPKIN PLAYER’S OBJECTIVES
You must emerge from the sea and slay any enemy warriors guarding the shoreline. Further inland is the location of the soul-prize you have come in search of. You cannot let these landcreatures prevent you from securing it.
SENTINEL PLAYER’S OBJECTIVES
A sinister enemy approaches from under the sea, intent on attacking the settlement you are sworn to protect. Stand firm and drive them back into the waters from whence they came.
The battlefield represents a coastal area near an inhabited settlement. One long table edge represents the shoreline, and it is from here that the Idoneth Deepkin army will enter the battlefield.
Players can choose to set up any scenery as described on the Warhammer Age of Sigmar rules sheet, or use the example scenery shown on the map.
The Sentinel player sets up their army first, anywhere wholly within their territory. No units from the Idoneth Deepkin army are set up on the battlefield at the start of the battle – they are all set up under the sea as described below.
The Idoneth Deepkin player has the first turn in the first battle round.
UNDER THE SEA
All units in the Idoneth Deepkin army start the battle set up under the sea. They can enter the battlefield in any of their movement phases, measuring the move from anywhere on the Shoreline table edge.
Double the Move characteristic of units from the Idoneth Deepkin player’s army for the turn in which they enter the battlefield.
On their first turn, the Sentinel player must roll a dice before making a normal move with a Sentinel unit. On a 4+, the unit can make that move. On any other roll, the unit is not allowed to make that move.
In the Idoneth Deepkin player’s hero phase, any units in their army that are wholly within 9" of the table edge opposite the Shoreline can exit the battlefield. The Idoneth Deepkin player can choose which units (if any) leave the battle. Models in units that exit the battlefield are removed from play, but do not count as slain or fleeing.
If there are no Sentinel models on the battlefield at the end of a battle round, the game ends immediately and the Idoneth Deepkin player wins a major victory. Otherwise, the battle lasts for five battle rounds. If no Idoneth Deepkin units have exited the battlefield at the end of the fifth battle round, the Sentinel player wins a major victory. If at least one but less than half the Idoneth Deepkin units have exited the battlefield, the Sentinel player wins a minor victory. On any other result, the Idoneth Deepkin player wins a minor victory.
The purpose of an Idoneth Deepkin raid is terrifyingly simple – to harvest souls from the races on land and transport them back to the Idoneth’s enclave. Faced with a fate worse than death, opponents must do everything in their power to save their people from the Idoneth by escorting them to safety.THE ARMIES
One player commands an army of Idoneth Deepkin, and the other commands an army of Guardians.
Designer’s Note: The narrative for this battleplan makes most sense when the Guardians are from the ORDER Grand Alliance, but any army can be used if necessary.
IDONETH DEEPKIN PLAYER’S OBJECTIVES
You have reached the outskirts of an enemy settlement, where the brightness of the inhabitants’ soul-force calls out to you. Lead your army in an all-out attack and reap as many souls as possible for your enclave.
GUARDIAN PLAYER’S OBJECTIVES
The army in front of you has come from the sea and, according to fragmented reports, is intent on abducting those in your charge. You must do everything in your power to rescue the population from the invaders by evacuating them to a nearby fortified settlement.
The battlefield represents the outskirts of an inhabited settlement. Players can choose to set up any scenery as described on the Warhammer Age of Sigmar rules sheet, or use the example scenery shown on the map.
In order to fight this battle, you will require three population markers (small coins will do). Each marker represents a group of terrified civilians. Population markers cannot be attacked, and do not block movement for either side.
The Guardian player must move each marker in each of their movement phases. If the closest unit to the marker before it is moved is a unit from the Guardian player’s army, then the Guardian player can move the marker 6" in any direction. If the closest unit to the marker before it is moved is a unit from the Idoneth Deepkin player’s army, then the Guardian player must move the marker in a straight line 6" directly away from that unit. Measure from the centre of each marker.
Population markers move over terrain and friendly models in the same manner as a model that can fly, but must halt as soon as they move within 3" of a unit from the Idoneth Deepkin player’s army.
A population marker is ‘evacuated’ if it finishes a move touching the Settlement edge of the battlefield.
A population marker is ‘reaped’ if there are more models from the Idoneth Deepkin player’s army than there are models from the Guardian player’s army within 3" of the centre of the marker at the end of a turn. Remove a population marker when it is reaped.
First, set up the three population markers. The first is placed at the centre of the battlefield; the other two are placed halfway between the centre objective and one of the narrow edges of the battlefield, as shown on the map.
The players then alternate setting up units one at a time, starting with the Guardian player. Units must be set up wholly within their own territory, more than 6" from any enemy models. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player can set up the rest of their units, one after another.
The Idoneth Deepkin player has the first turn in the first battle round.
The battle continues until no population markers remain on the battlefield. Victory points are then used to determine the winner.
The Idoneth Deepkin player scores 1 victory point for each population marker that was reaped, and the Guardian player scores 1 victory point for each population marker that was evacuated. If a player beats their opponent’s score by 1 point, the player with the higher score wins a minor victory. If a player beats their opponent’s score by 2 or more points, the player with the higher score wins a major victory. Any other result is a draw.
Having reaped a rich harvest of new souls, an Idoneth Deepkin army will quickly disengage and return to the dark waters. Sometimes, however, a particularly canny foe may attempt to prevent their escape by placing a blocking forcein their path.THE ARMIES
One player commands an army of Idoneth Deepkin, and the other commands an army of Pursuers.
IDONETH DEEPKIN PLAYER’S OBJECTIVES
Your soul-raid has been successful,and now you must return to your enclave with the souls you have acquired. However, you are being hotly pursued, and must escape from those on your heels with all haste.
PURSUER PLAYER’S OBJECTIVES
The strange creatures that have attacked you are now in full retreat, seemingly intent on returning to the ocean depths. They must be punished severely for the insult of attacking your strongholds!
The battlefield represents a coastal area near an inhabited settlement that was recently subjected to an Idoneth Deepkin raid. One narrow table edge represents the shoreline, which the Idoneth Deepkin army must reach in order to escape.
Players can choose to set up any scenery as described on the Warhammer Age of Sigmar rules sheet, or use the example scenery shown on the map.
The Pursuer player must split their army into a pursuit force and a blocking force. To do so, they must first roll a D3; the result is the maximum number of units they can have in the blocking force. All of the remaining units in their army are in the pursuit force.
The Pursuer player must now set up their blocking force. Units from the blocking force must be placed wholly within the blocking force’s territory (see the map). Next, the Idoneth Deepkin player sets up their army, wholly within their territory and more than 9" from enemy territory. Finally, the Pursuer sets up their pursuit force, wholly within the pursuit force’s territory.
Roll off to determine who has the first turn in the first battle round.
ESCAPE TO THE SEA
In the Idoneth Deepkin player’s hero phase, any units from their army that are wholly within 9" of the Shoreline can exit the battlefield and escape to the sea. The Idoneth Deepkin player can choose which units (if any) leave the battle. Models in units that exit the battlefield are removed from play, but do not count as slain or fleeing.
The battle continues until no units from the Idoneth Deepkin player’s army remain on the battlefield. Victory points are then used to determine the winner. The Idoneth Deepkin player scores 1 victory point for each of their units that has escaped to the sea. They receive a bonus of D6 victory points at the end of the battle for each Isharann Soulreaper that escaped to the sea.
The Pursuer player scores 1 victory point for each unit from the Idoneth Deepkin player’s army that was slain during the battle. They receive a bonus of D6 victory points at the end of the battle for each Isharann Soulreaper that was slain.
If a player beats their opponent’s score by 2-3 points, the player with the higher score wins a minor victory. If a player beats their opponent’s score by 4+ points, the player with the higher score wins a major victory. Any other result is a draw.
The oceans of the Mortal Realms are anything but safe. Those that ply the sea-lanes risk being sunk in terrible storms, swallowed whole by monstrous sea creatures, or attacked and boarded by warriors that live beneath the waves.PATH TO GLORY
Use the Path to Glory rules.
Each player must field a warband from a Path to Glory campaign. One player must have an Idoneth Deepkin warband, and their opponent must have a warband of Seafarers that doesn’t include any Idoneth Deepkin.
This battle takes place upon a large ship and in the surrounding sea. The map below shows which part of the battlefield represents the ship, and which represents the sea.You may wish to mark the sides of the ship with tape or string. Use any suitable models from your collection to represent features that are on the deck of the ship.
In this battle, only IDONETH DEEPKIN models and models that can fly are allowed to move onto or across the sea – anybody else that does so drowns and is slain.
Do not use the set-up instructions on the Warhammer Age of Sigmar rules sheet. Instead, the Seafarer player’s warband is set up first. Models in their warband must be set up wholly on the ship.
The Idoneth Deepkin player sets up their warband second. Models in the their warband must be set up wholly in the sea.
Once both warbands have been set up, roll a dice. On a 1-2 the Seafarer player has the first turn in the first battle round. On a 3+, the Idoneth Deepkin player has the first turn in the first battle round.
At the start of their hero phase, the Idoneth Deepkin player can declare that any friendly units that are wholly in the sea are going to dive beneath the waves.Remove any units that do so from the battlefield. They must resurface at the end of that turn’s movement phase, wholly in the sea and more than 9" from any enemy models.
BOARDING THE SHIP
Models that are in the sea can only attack models that are on the ship with missile weapons and spells. By the same token, models that are on the ship can only attack models that are in the sea with missile weapons and spells.
IDONETH DEEPKIN models that start any sort of move in the sea are allowed to board the ship when they move. However, you must subtract 1 from the hit rolls of melee weapons used by models that boarded the ship in the same turn.
This battle is fought to control two objectives. These are located at the centre of the ship, roughly where its masts would be located, as shown on the map. The objectives can be represented by suitable markers, such as coins. When measuring distances to objectives, measure to and from the centre of the marker.
At the end of each turn, you must check to see which player controls the objectives. A player gains control of an objective if more of their models are within 3" of that objective than models belonging to their opponent. Once a player controls an objective, it remains under their control until their opponent is able to gain control of it as described above.A unit’s models can only be counted towards gaining control of one objective per turn. If a model could be counted towards more than one objective, its player must pick which one the model is counted towards that turn.
The game ends at the end of the fifth battle round. The Idoneth Deepkin player wins a major victory if they are in control of both objectives, and the Seafarer player wins a major victory if the Idoneth Deepkin player controls neither objective. Any other result is a draw.
Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.In order to play Path to Glory campaigns you have to follow rules described here.
Followers Rewards Table
Champion Rewards Table
The IDONETH DEEPKIN and HERO keywords are used in following Idoneth Deepkin warscrolls:
The AKHELIAN and HERO keywords are used in following Idoneth Deepkin warscrolls:
The ISHARANN and HERO keywords are used in following Idoneth Deepkin warscrolls:
The IDONETH DEEPKIN and WIZARD keywords are used in following Idoneth Deepkin warscrolls:
The IDONETH DEEPKIN, HERO and WIZARD keywords are used in following Idoneth Deepkin warscrolls:
The HERO keyword is used in following Idoneth Deepkin warscrolls:
The PRIEST keyword is used in following Idoneth Deepkin warscrolls:
The EIDOLON keyword is used in following Idoneth Deepkin warscrolls:
The LEVIADON keyword is used in following Idoneth Deepkin warscrolls:
The WIZARD keyword is used in following Idoneth Deepkin warscrolls:
The AKHELIAN keyword is used in following Idoneth Deepkin warscrolls:
The NAMARTI keyword is used in following Idoneth Deepkin warscrolls:
The AKHELIAN GUARD keyword is used in following Idoneth Deepkin warscrolls: