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.

Books

BookKindEditionVersionLast update
  Idoneth Deepkin
  Idoneth DeepkinBattletome11.1December 2019
  General’s Handbook ’2020
  General’s Handbook ’2020Expansion21.0August 2020
  Broken Realms: Morathi
  Broken Realms: MorathiExpansion21.0November 2020

Designers’ Commentary

Battletome: Idoneth Deepkin

 Q: How does the High Tide rule work if two Idoneth Deepkin armies fight each other?
A:
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?
A:
No.
 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?
A:
Yes.
 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?
A:
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?
A:
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?
A:
No. You can use the command ability as long as at least 1 Tidecaster and 1 Soulscryer is within 3" of the Akhelian King.
 Q: Do the Sylvaneth units in an Alliance of Wood and Sea receive the benefits of any Enclave the army belongs to?
A:
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?
A:
Yes.
 Q: Does the Akhelian CorpsPulsing Rhythm of the Drums ability allow me to re-roll one of the dice in a charge roll, or must I re-roll both?
A:
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?
A:
No.
 Q: Can I add 1 to save rolls for the Akhelian Leviadon because of its Void Drum ability?
A:
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).
 Q: Do Idoneth Deepkin units in an Order army or taken as allies in a Stormcast Eternals army gain access to an Enclave?
A:
No.

Allies


Battle Traits

An IDONETH DEEPKIN army has the following battle traits:

Forgotten Nightmares

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.

Tides of Death

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.
BATTLE ROUNDABILITY
1

Low Tide

The 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.

2

Flood Tide

The 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).

3

High Tide

The 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.

4

Ebb Tide

Their work done, the Idoneth Deepkin withdraw from the fray, leaving the enemy’s dead behind like flotsam on a stormwracked beach.

In this battle round, all units with the Tides of Death battle trait that retreat can still either shoot or charge in the same turn (but not both).

5+

Repeat the four Tides of Death steps, starting with LowTide.


Command Traits

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.

D6COMMAND TRAIT
1

Merciless Raider

This grim-eyed warrior has no empathy for his victims and lacks any form of kindness or forgiveness.

You can re-roll run rolls and charge rolls for this general.

2

Hunter of Souls

This general seeks neither glory or territory; their only interest is the capture of mortal souls.

Re-roll wound rolls of 1 for this general.

3

Unstoppable Fury

When the Idoneth fall upon their foe at the climax of a battle, this unstoppable warrior is a fury of destruction.

Add 2 to the Attacks characteristic of any weapons used by this general in any battle round in which the High Tide ability is in effect.

4

Born From Agony

The unimaginable suffering the Idoneth endured before their liberation from Slaanesh has inured this warrior to pain.

Increase this general’s Wounds characteristic by 2.

5

Nightmare Legacy

The repressed horror of the Idoneth’s long incarceration emanates from this dark-visaged warrior in palpable waves of doom.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this general.

6

Lord of Storm and Sea

This generalis a living embodiment of the glory of Mathlann, and is an inspiration to all those that still worship the Lord of the Deeps.

Add 2 to the Bravery characteristic of friendly IDONETH DEEPKIN units while they are wholly within 12"of this general.


Artefacts of Power

If an IDONETH DEEPKIN army includes any HEROES, then one may bear an artefact of power. Declare which HERO has the artefact after picking your general, and then pick which artefact of power the hero has, or roll a dice to randomly select one. The Akhelian Artefacts table can be used to select an item for any AKHELIAN HERO, the Idoneth Artefacts table can be used to select an item for any IDONETH DEEPKIN HERO, the Isharann Artefacts table can be used to select an item for any ISHARANN HERO, and the Arcane Artefacts table can be used if the hero is a WIZARD.

You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power.

Akhelian Artefacts

Any AKHELIAN HERO can be given one of the following Akhelian artefacts.

D6ARTEFACT OF POWER
1

Sanguine Pearl

Sanguine pearls are the colour of freshly spilt blood. When attached to the hilt of a weapon wielded by an Akhelian warrior, they protect the bearer in the maelstrom of close combat.

Roll a dice each time you allocate a wound or mortal wound to the bearer that was caused by a melee weapon. On a 5+ the wound is negated.

2

Potion of Hateful Frenzy

Distilled from the blood of the mighty ketus-shark, this potion turns the drinker into a hate-fuelled engine of destruction, but leaves them exhausted once the effects wear off.

Once per battle, in your hero phase, the bearer can drink this potion. If they do so, add 1 to hit and wound rolls for the bearer until your next hero phase. However, at the start of your next hero phase the bearer suffers 1 mortal wound.

3

Ankusha Spur

This sharpened spur is crafted from the near-unbreakable spines of ankusha shells, and can be used by Akhelians to goad the ferocious sea creatures they ride.

Add 3" to the bearer’s Move characteristic. In addition, re-roll wound rolls of 1 for attacks made by the bearer’s mount.

4

Armour of the Cythai

This ancient armour was given by Teclis to the first Idoneth. Upon the command of its bearer, this armour can radiate the power of Hysh – a fitting gift from the Great Illuminator.

Subtract 1 from hit rolls for melee weapons that target the bearer.

5

Bio-shock Shell

This mollusc shellhas fossilised within a Fangmoraden over thousands of years. It has absorbed so much of the creatures’ crackling energy that it now acts as a generator, whose pent-up electrical fury can be released by the beaerer at need.

Once per battle, at the start of the combat phase, you can say that the bearer will use the Bio-shock Shell. If you do so, each enemy unit within 3" of the bearer suffers D3 mortal wounds.

6

Abyssal Blade

The darkest and most hateful thoughts have been stripped from a chorrileum to temper this weapon. Years of repressed rage are made manifest, investing the sword with the ability to cut through armour and drink deep of an enemy’s vital force. Against those dedicated to the ancient enemy Slaanesh, it is more fearsome still…

Pick a weapon carried by the bearer to be the Abyssal Blade. Improve the Rend characteristic of that weapon by 1. In addition, add 1 to the Damage characteristic of that weapon if the target has the SLAANESH keyword.


Idoneth Artefacts

Any IDONETH DEEPKIN HERO can be given one of the following Idoneth artefacts.

D6ARTEFACT OF POWER
1

Rune of the Surging Tide

This runic sigil was mindforged by Gabhai, the greatest of Tidecasters. It can be used to summon a swift stream in the ethersea that hastens the advance of an Idoneth Deepkin phalanx, or a phantasmal riptide that dragsat the feet of the foe, hindering their progress.

Once per battle, at the start of your hero phase, you can say that the bearer will use the Rune of the Surging Tide. If you do so, say whether the rune will be used to create a stream or a riptide. If a stream is created, add 1" to the Move characteristic of friendly IDONETH DEEPKIN units until your next hero phase. If a riptide is created, subtract 1" from the Move characteristic of enemy units until your next hero phase.

2

Black Pearl

The incredibly rare black pearl can only be found in the deepest and darkest of waters. It is prized for the aura it projects, which can protect the bearer from any harm.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6+ the wound is negated.

3

Lliandra’s Last Lament

Lliandra was one of the Awakened, and a powerful sorceress. Alas, the magic of soul transference was developed too late to save her children, and such was her sorrow that she fell into a melancholy from which she never recovered. She sang her siren song of lamentation into the brón conches, where it became enshrined forever. If a listener puts one up to their ear, the song can still be heard. Should one of these shells be shattered, it will release Lliandra’s woe in the form of an eerie dirge that has a powerful effecton those nearby.

Once per battle, at the start of the battleshock phase, you can say that the bearer will release Lliandra’s Last Lament. If you do so, friendly IDONETH DEEPKIN units wholly within 18" of the bearer do not have to take battleshock tests that phase.

4

Terrornight Venom

This venom is extracted from the tentacles of the terror night medusan. If used to coat a weapon, the smallest cut will cause severe pain and nausea, and fill the victim with a terrible feeling of impending doom.

Pick a weapon carried by the bearer to be coated with Terrornight Venom. Re-roll wound rolls of 1 for that weapon. In addition, subtract 1 from the Bravery characteristic of enemy units that suffer any wounds from this weapon for the rest of the battle.

5

Cloud of Midnight

This fragile vial is filled with purest ink drawn from a krakigon, a natural pigment used to create zones of total obscurity. When the vial is shattered, the bearer is swiftly hidden within a cloud of darkness.

Once per battle, at the start of any phase, the bearer can release the Cloud of Midnight. If they do so, they cannot be chosen as the target for attacks, spells or abilities for the rest of the phase, but cannot themselves attack or use spells and abilities for the rest of the phase.

6

Whorlshell

This spirit-sensitives hell opens a whirling passage way through the ethersea that allows another to view the bearer’s most repressed memory. Those without the strength of will to bear the knowledge of this terrible secret find themselves pulled into an abyss of despair that smothers their will to fight.

Once per battle, at the start of your hero phase, you can say that the bearer will use the Whorlshell. If you do so, pick an enemy HERO within 9" of the bearer that is visible to them and roll 2D6. If the roll is greater than the enemy hero’s Bravery characteristic, subtract 1 from hit rolls for the enemy hero for the rest of the battle.


Isharann Artefacts

Any ISHARANN HERO can be given one of the following Isharann artefacts.

D6ARTEFACT OF POWER
1

Steelshell Pearl

It is said that some pearlsare created at such great ocean depths that they are as strong as steel.The strange aura that surrounds these gems has the power to repel incoming missiles.

Roll a dice each time you allocate a wound or mortal wound to the bearer that was caused by a missile weapon. On a 5+ the wound is negated.

2

Mind Flare

The crackling manifestation of a bioluminescent flare suddenly illuminates the gloom of the ethersea, a flash that can blind predators or stun prey.

Once per battle, at the start of a combat phase, pick an enemy unit within 3" of the bearer. Subtract 1 from hit rolls for that unit until the end of that combat phase.

3

Dritchleech

Incredibly rare, these worms feed upon magic, and are capable of draining arcane energies. The Isharann long ago became inured to the dritchleech’s effects, but the same cannot be said for other spellcasters.

Subtract 1 from the casting rolls of WIZARDS while they are within 18"of the bearer. IDONETH DEEPKIN WIZARDS are not affected by this artefact.

4

Auric Lantern

This magical artefact can be used by Isharann to turn the soul-force of an opponent into a beacon for any Idoneth Deepkin that are hunting them.

At the start of your shooting phase, pick an enemy unit within 18" of the bearer that is in cover. Until your next shooting phase, that enemy unit does not receive the benefit to its saving throw for being in cover.

5

Disharmony Stones

These rare deepwater rocks can be attuned to the soul-force of a mortal being. If two of them are struck together, the resulting burst of discordant energy can cause dreadful harm to those connected to them.

Once per battle, at the start of your hero phase, pick up to two enemy HEROES that are within 12" of the bearer. The opposing player must then choose one of the following options:

a) Roll a dice for each HERO picked. On a 3+ that hero suffers 1 mortal wound.

b) Roll a dice for each HERO picked. On a 5+ that hero suffers D3 mortal wounds.

c) Each HERO picked suffers D3 mortal wounds. Then roll a dice. On a 4+ the bearer suffers D3 mortal wounds.

6

Brain Barnacles

Dreaded parasites of the deep, brain barnacles are microscopic arthropods native to the ethersea, which the Idoneth harvest and capture in vials. When released, the tiny creatures seek to attach themselves to the brain of any sentient creature and feed off their thoughts.

Once per battle, at the start of your hero phase, pick an enemy HERO within 12" of the bearer and roll 2D6. If the roll is equal to or greater than the distance between the bearer and that hero, the enemy hero is infected. Subtract 1 from hit rolls and casting rolls for the infected hero for the rest of the battle.


Arcane Artefacts

Any IDONETH DEEPKIN HERO WIZARD can be given one of the following arcane artefacts.

D6ARTEFACT OF POWER
1

Arcane Pearl

These multihued pearlsare amongst the rarest of Idoneth artefacts.When held by a Tidecaster, they protect the bearer from manifold dangers.

Roll a dice each time you allocate a mortal wound to the bearer. On a 5+ the wound is negated.

2

Sands of Infinity

This arcane sand is attuned to aetheric magic, and can be used to vastly prolong the effects of a spell.

You can use the Sands of Infinity once per battle, before making a casting roll for the bearer for a spell whose effects would normally last until your next hero phase. If you do so, and the spell is successfully cast and not unbound, then the effects of the spell last until your hero phase after your next hero phase instead.

3

Coral Ring

Although seldom done, empty branches of the chorrileum can be pruned, and the trimmed portions of the spirit-sensitive coral used to craft rings imbued with the racial memories of the Idoneth Deepkin. Such rings grant their wearer the ability to call upon the wisdom of the past.

Once per battle, you can re-roll a failed casting roll for the bearer. In addition, once per battle, you can re-roll a failed unbinding roll for the bearer.

4

Bauble of Buoyancy

An enchanted gas bladder from an engorgerfish, this small gem-like organ lets its bearer adjust their buoyancy, allowing for great bounding steps that can cover great distances or traverse obstacles.

The bearer can fly. In addition, double the result of run rolls for the bearer.

5

Kraken Tooth

This fragment of the sword-length tooth of a Ghurish kraken can be used by a spellcaster to create a manifestation of the ferocious beast’s slavering maw.

Once per battle, in your shooting phase, pick an enemy unit within 12" of the bearer that is visible to them. Then, roll a dice and look up the result below.

D6Result
1None Binds the Kraken: The bearer suffers D3 mortal wounds.
2-5The Krakenis Released: The enemy unit suffers D3 mortal wounds.
6A Tasty Morsel: Pick one model in the enemy unit. The model you pick is slain if it has a Wounds characteristic of less than 10, and suffers 2D6 mortal wounds if it has a Wounds characteristic of 10+.

6

Augury Shells

From the Cerithium Seas come augury shells, strange artefacts that enable the bearer to better predict destiny’s course.

Once per battle, at the start of your hero phase, roll 2D6. During that hero phase, you can use that roll as the result of a casting roll for the bearer, or as the result of an unbinding roll for an enemy WIZARD that is attempting to unbind a spell cast by the bearer. You must say that you will use that roll before the actual casting or unbinding roll is made.


Spell Lores

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.

D6SPELL
1

Steed of Tides

The wizard conjures a watery elemental to transport themselves or a comrade swiftly across the battlefield.

Steed of Tides has a casting value of 5. If successfully cast, pick a friendly HERO that is not a MONSTER and that is within 6" of the caster and visible to them. Remove that model from the battlefield, and then set it up again within 24" of its previous location and more than 9" from any enemy models. This counts as the model’s move in your following movement phase.

2

Abyssal Darkness

The spellcaster spreads their arms wide and streamers of darkness pour from their outstretched fingertips,shrouding themselves and nearby allies in shadow.

Abyssal Darkness has a casting value of 5. If successfully cast, until your next hero phase, friendly IDONETH DEEPKIN units are treated as being in cover while they are wholly within 9" of the caster.

3

Vorpal Maelstrom

An aetheric whirlpool manifests in the heart of an enemy formation, snatching up warriors and smashing them against each other.

Vorpal Maelstrom has a casting value of 6. If successfully cast, pick a point on the battlefield within 18"of the caster that is visible to them. Roll a dice for each unit within 3" of that point. If the dice roll for a unit is less than or equal to the number of models in the unit, that unit suffers D3 mortal wounds.

4

Pressure of the Deep

The wizard enfolds their victim in a shimmering bubble of crushing force.

Pressure of the Deep has a casting value of 7. If successfully cast, pick an enemy model within 12" of the caster that is visible to them, and roll a dice. If the dice roll is greater than that model’s Wounds characteristic, it is slain.

5

Tide of Fear

The spellcaster sends forth an invisible current that strikes fear into their foes.

Tide of Fear 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, subtract 1 from hit rolls for that unit and subtract 1 from that unit’s Bravery characteristic.

6

Arcane Corrasion

The spellcaster pushes forth a wave of aetheric energy that picks up rubble from the ground and hurls it at the foe.

Arcane Corrasion has a casting value of 6. If successfully cast, pick the closest enemy unit within 48" of the caster and measure the distance between the caster and the unit. If the distance is up to 12", the target suffers 1 mortal wound; if the distance is more than 12" and up to 24" it suffers 2 mortal wounds instead; if the distance is more than 24" and up to 36" it suffers 3 mortal wounds instead; and if the distance is more than 36" and up to 48" it suffers 4 mortal wounds instead.


The Ethersea

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.

When the Idoneth Deepkin march on dry land, they are surrounded by a spectral sea that makes it appear as if they were still in their underwater realm. Their enemies start to feel short of breath and are weighed down by the crushing pressure of the deeps; light refracts in strange ways around the aelves and manifestations of the creatures and terrain from the Idoneth enclaves begin to materialise on the battlefield.

Many of the rules and abilities for Idoneth Deepkin models represent the disturbing effects of the ethersea. In addition to these rules, armies with the IDONETH DEEPKIN allegiance have access to Etheric Vortex terrain features that can be set up on the battlefield as described below. Etheric Vortex terrain features will always have a scenery warscroll. The Gloomtide Shipwreck warscroll is one example of a scenery warscroll for an Etheric Vortex terrain feature.

An Idoneth Deepkin army can include up to 2 Gloomtide Shipwreck terrain features. After territories have been chosen but before armies are set up, you can set up the Gloomtide Shipwrecks anywhere on the battlefield, more than 1" from any other terrain features, more than 6" from any other Gloomtide Shipwrecks, and more than 6" from where any objectives will be located at the start of the first battle round. If both players can set up a terrain feature before armies are set up, they must roll off, and the winner can choose the order in which the terrain features are set up.

Isharann Rituals

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.

Mount Traits

If an Idoneth Deepkin army includes any HEROES mounted on a Deepmare, 1 of them can have a Deepmare mount trait. Choose or roll for the mount trait from the table below.

If an Idoneth Deepkin army includes any LEVIADONS, 1 of them can have a Leviadon mount trait. Choose or roll for the mount trait from the table below.

You can choose 1 extra HERO or LEVIADON to have a mount trait for each warscroll battalion in your army. A HERO or LEVIADON cannot have more than 1 mount trait, and the same mount trait cannot be taken more than once in the same army.

Deepmare Mount Traits

HERO mounted on Deepmare only.

D3MOUNT TRAIT
1

Swift-finned Impaler

This Deepmare tears through the ethersea, eager to bring death to the enemy.

If the roll for this model’s Deepmare Horn ability is 6, the nearest enemy unit suffers D6 mortal wounds instead of D3 mortal wounds.

2

Savage Ferocity

Few foes can withstand the terrible ferocity of this Deepmare’s jaws, talons and lashing tails.

Add 1 to the Attacks characteristic of this model’s Deepmare’s Fanged Jaws and Talons and its Deepmare’s Lashing Tails.

3

Voidchill Darkness

This Deepmare comes from some of the darkest and coldest oceans depths in the realms, turning the ethersea around it ice-cold and dark.

Subtract 1 from hit rolls for attacks made by enemy models that are within 3" of this model.


Leviadon Mount Traits

LEVIADON only.

D3MOUNT TRAIT
1

Ancient

The shell of this Leviadon is heavily encrusted with jagged shardshells that have grown during the countless generations it has served the Idoneth.

If the weapon used for an attack that targets this model has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

2

Denizen of the Darkest Depths

This Leviadon was born in seas so deep that the creatures that live there have evolved skeletons and shells that are unbelievably heavy and strong.

Add 1 to the number of mortal wounds inflicted on each enemy unit by this model’s Crushing Charge ability. This means it will inflict 1 mortal wound on an enemy unit on a roll of 1.

3

Reverberating Carapace

The shell that encases this Leviadon is filled with channels and chambers that amplify the effect of the void drum it carries on its back.

Increase the range of this model’s Void Drum ability from 12" to 15".


The Enclaves

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.

You can organise your collection of Idoneth Deepkin miniatures as an army from one of the major Idoneth enclaves simply by painting it in the enclave’s colours. All Idoneth Deepkin units and warscroll battalions in the army are then considered to be from that enclave. For example, if you decided to organise your collection into an army from Ionrach Enclave, each unit would be considered a Ionrach unit, and each warscroll battalion would be considered a Ionrach warscroll battalion. This does not change their allegiance, but does give you access to some additional rules you can use for your army. The rules for six of the major enclaves are presented below. When you organise your collection to be an army from one of the enclaves listed in this section, you can use extra abilities, and may gain access to a bespoke command trait or new spell. In addition, you can include additional units in certain warscroll battalions.

ENDLESS SEAS
While the rules later in this section present you with a way to collect an army from one of the major enclaves, there are countless more in the Mortal Realms. You can choose to organise your collection of Idoneth Deepkin miniatures as an army from an enclave of your own devising. If you do so, simply pick the enclave that most closely matches the background of your own enclave, and use its rules for your enclave.

Ionrach

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.

ABILITIES
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.

WARSCROLL BATTALIONS
An Ionrach Royal Council can include up to 2 Isharann Tidecasters and up to 2 Isharann Soulscryers.

COMMAND TRAIT
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.

Dhom-hain

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.

ABILITIES
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.

WARSCROLL BATTALIONS
A Dhom-hain Akhelian Corps can include up to 6 units of AKHELIAN GUARD.

Fuethán

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.

ABILITIES
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.

Fiercest of Creatures: When bonding beasts, the Fuethán look for creatures whose aggression matches their own.
In the combat phase, re-roll wound rolls of 1 for Fuethán mounts.

WARSCROLL BATTALIONS
A Fuethán Phalanx can include up to 6 Akhelian Corps.

Mor’phann

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.

ABILITIES
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.

WARSCROLL BATTALIONS
A Mor’phann Namarti Corps can include up to 6 units of Namarti Reavers.

MAGIC
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.

Nautilar

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.

ABILITIES
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.

WARSCROLL BATTALIONS
A Nautilar Akhelian Corps can include up to 2 Akhelian Leviadons.

MAGIC
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 ‘-’).

Briomdar

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.

ABILITIES
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.

WARSCROLL BATTALIONS
A Briomdar Namarti Corps can include up to 6 units of Namarti Reavers.

Battleplans

Battleplan

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
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.

SET-UP
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.

FIRST TURN
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.

UNEXPECTED ATTACK
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.

RAIDING FORCE
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.

VICTORY
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.


Battleplan

The Harvest

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
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.

SET-UP
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.

FIRST TURN
The Idoneth Deepkin player has the first turn in the first battle round.

VICTORY
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.


Battleplan

The Pursuit

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
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.

SET-UP
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.

FIRST TURN
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.

VICTORY
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.


Battleplan

Undersea Attackers

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.

THE ARMIES
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.

THE BATTLEFIELD
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.

SET-UP
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.

FIRST TURN
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.

DIVING DOWN
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.

VICTORY
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

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.

Idoneth Deepkin Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Akhelian King3 units
Isharann Tidecaster4 units
Isharann Soulscryer4 units
RETINUE FOLLOWERS TABLE
D6Followers
1-410 Namarti Thralls
5-610 Namarti Reavers
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-23 Akhelian Morrsarr Guard
3-43 Akhelian Ishlaen Guard
5-61 Akhelian Allopex
HERO FOLLOWERS TABLE
D6Followers
1-61 Soulrender
MONSTER TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-61 Akhelian Leviadon

Followers Rewards Table

D6REWARD
1

Bodyguard

Add 1 to the Attacks characteristic of melee weapons from this unit while the unit is wholly within 9" of your champion.

2

Deadly

Re-roll hit rolls of 1 for this unit in the combat phase.

3

Cruel

Re-roll wound rolls of 1 for this unit in the combat phase.

4

Swift

Add 2" to this unit’s Move characteristic.

5

Resilient

Re-roll save rolls of 1 for this unit.

6

Veterans

You can re-roll one failed hit, wound or save roll for this unit each turn.


Champion Rewards Table

2D6REWARD
2

Legacy of Slaanesh

You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.

3

Hungry for Souls

Roll a dice for your champion in each of their hero phases. On a roll of 5 or 6, they are overcome by an uncontrollable desire to reap as many souls as possible – your champion can run and charge in this turn, and you can re-roll hit and wound rolls of 1 for them until your next hero phase. However, your champion must finish any moves that they make closer to the nearest enemy model than they were at the start of the move.

4

Sea Guardians

Once per battle, in the combat phase, your champion can call down a shoal of ethereal spirit guardians to harry the foe. If they do so, for that combat phase, subtract 1 from the hit rolls of enemy models within 6" of your champion.

5

Master-crafted Weapon

Pick one weapon used by your champion (it cannot be a weapon used by a mount). Add 1 to hit rolls for that weapon.

6

Vengeful Blow

You can add 1 to the Damage characteristic of one successful attack made by your champion in each combat phase. Add D3 to the Damage characteristic instead if the target has the SLAANESH keyword.

7

Unnatural Swiftness

Add 2 to run and charge rolls you make for your champion.

8

Regal Bearing

Add 1 to the Bravery characteristic of your champion. In addition, add 1 to the Bravery characteristic of units from your warband that are wholly within 12" of your champion.

9

Extraordinary Endurance

Add 1 to your champion’s Wounds characteristic.

10

Tidal Magic

If your champion is a Tidecaster, add 1 to casting and unbinding rolls for your champion. If your champion is not a Tidecaster, pick a spell from the Lore of the Deeps; once per battle, in your hero phase, your champion can attempt to cast that spell.

11

Noble Blood

Roll a dice each time a wound or mortal wound is allocated to your champion. On a 6+, that wound is negated.

12

Lord of the Perpetual Deep

Roll a dice in your hero phase if your champion has been slain. On a 4+, your champion is reborn. Set up your champion anywhere on the battlefield that is within 1" of a Gloomtide Shipwreck and more than 6" from any enemy models. This counts as your champion’s move for the following movement phase.

Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Command Traits
Whether cunning strategist or berserk butcher, every general has a unique style of command. If your general is a HERO and the allegiance abilities for your army include any command traits, you can choose or roll for one for your general. If, for any reason, you must select a new general during a battle, immediately choose or roll for a trait for them. Command traits have no effect on attacks made by a general’s mount unless noted otherwise.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Cover
Add 1 to save rolls for a unit if all of its models are wholly on or within a terrain feature when the rolls are made. This modifier does not apply in the combat phase if the unit you are making save rolls for made a charge move in the same turn, and never applies to units containing models with the MONSTER or WAR MACHINE keyword that have a Wounds characteristic of 8 or more.
Running
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Artefacts of Power
These treasures are borne to war by mighty heroes. If the allegiance abilities for your army include any artefacts of power, you can choose or roll for one to be carried by a HERO from your army. You may choose one additional HERO to have an artefact for each warscroll battalion you include in your army. A HERO cannot have more than one artefact of power, and an army may not include duplicates of the same artefact of power. Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise.

The AKHELIAN and HERO keywords are used in following Idoneth Deepkin warscrolls:

Leader

The ISHARANN and HERO keywords are used in following Idoneth Deepkin warscrolls:

Leader
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Melee Weapons
In order to make an attack with a melee weapon, a model must be in range of the target unit.
Mounts
Sometimes the description for a model will include information about the model having a mount, such as a battle steed, a powerful monster that they can ride, or a massive war machine that they can stand upon. Note that when the model is slain both the rider and their mount are removed.
Battleshock test, battleshock roll
In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first.

You must make a battleshock roll for each unit that has to take a battleshock test. To make a battleshock roll, roll a dice. Add the number of models from the unit that have been slain this turn to the dice roll, and add 1 to the unit’s Bravery characteristic for every 10 models that are in the unit when the test is taken.

If the modified battleshock roll is greater than the unit’s modified Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the modified roll exceeds the unit’s modified Bravery characteristic, one model in that unit must flee. You decide which of the models from your units flee – remove them from play and count them as having been slain.

The IDONETH DEEPKIN and WIZARD keywords are used in following Idoneth Deepkin warscrolls:

Leader

The IDONETH DEEPKIN, HERO and WIZARD keywords are used in following Idoneth Deepkin warscrolls:

Leader
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.

The PRIEST keyword is used in following Idoneth Deepkin warscrolls:

Leader

The EIDOLON keyword is used in following Idoneth Deepkin warscrolls:

Leader

The LEVIADON keyword is used in following Idoneth Deepkin warscrolls:

Behemoth

The WIZARD keyword is used in following Idoneth Deepkin warscrolls:

Leader

The AKHELIAN keyword is used in following Idoneth Deepkin warscrolls:

None
Leader
Behemoth

The NAMARTI keyword is used in following Idoneth Deepkin warscrolls:

None
Battleline

The AKHELIAN GUARD keyword is used in following Idoneth Deepkin warscrolls:

None
Piling In
A unit can make a pile-in move if it is within 3" of an enemy unit or has made a charge move in the same turn. If this is the case, you can move each model in the unit up to 3". Each model must finish its pile-in move at least as close to the nearest enemy model as it was at the start of the move.
Normal Moves
Moves made in the movement phase are referred to as normal moves, to differentiate them from charge moves (made in the charge phase) and pile-in moves (made in the combat phase). A model making a normal move can move a distance in inches equal to or less than the Move characteristic shown on its warscroll.
Roll-offs
Sometimes a rule may require the players to make a roll-off. When this is the case, each of the players rolls a dice, and whoever rolls highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the dice when making a roll-off.
© Vyacheslav Maltsev 2013-2020