Idoneth Deepkin – Akhelian Ishlaen Guard
This warscroll does not meet the selection criteria (see Settings tab).
14"
4
4+
6
WARSCROLL

Akhelian Ishlaen Guard

In a slithering serpentine rush, the Akhelian Ishlaen Guardspeed across the battlefield to crash headlong into the foe. While the Fangmora Eels lash out with their tails and rip apart the foe with their wicked bites, the riders rain down a flurry of blows with their flashing blades. A helsabre can channel the eel’s electric blast into the rider’s galv-shield, allowing it to better deflect enemy blows.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Helsabre
Helsabre1"33+3+-1
Fangmora’s Fanged Maw
Fangmora’s Fanged Maw1"13+3+-D3
Fangmora’s Lashing Tail
Fangmora’s Lashing Tail2"D33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3 - 12      Points: 140
Battlefield Role: None
Notes: Battleline in Idoneth Deepkin army if general is an AKHELIAN HERO

DESCRIPTION

A unit of Akhelian Ishlaen Guard has 3 or more models. The riders fight with Helsabres in one hand and carry shields with the other. They ride serpentine Fangmora Eels that bite at their enemies with Fanged Maws and batter them with their Lashing Tails.

COMMAND GROUP: This unit can led by a Lochian Prince, and can have any number of standard bearers and musicians. Add 1 to the Attacks characteristic of a Lochian Prince’s Helsabre. You can re-roll battleshock tests for this unit if it includes any standard bearers, and you can re-roll charge rolls for this unit if it includes any musicians.

FLY: Akhelian Ishlaen Guard can fly.

ABILITIES

Biovoltaic Barrier: The biovoltaic energy produced by Fangmora Eels is channelled by Ishlaen Guard into a crackling luminescent energy field that protects them from harm.
Ignore the Rend characteristic of attacks against this unit when making save rolls for this unit. In addition, this unit has a Save characteristic of 3+ instead of 4+ if it made a charge move in the same turn.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, AKHELIAN, AKHELIAN GUARD, ISHLAEN GUARD

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

Leader
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.
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.
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.
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.
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.

The AKHELIAN keyword is used in following Idoneth Deepkin warscrolls:

None
Leader
Behemoth

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

None
© Vyacheslav Maltsev 2013-2021