Idoneth Deepkin – Akhelian Leviadon
10"
16
6
WARSCROLL

Akhelian Leviadon

A monstrous undersea titan, the Leviadon is covered in thick scales and protected by an impenetrable shell. In addition to its powerful jaws and bladed fins, it carries a hard-bitten crew and twin harpoon launchers, making it a veritable living fortress.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razorshell Harpoon Launchers
Razorshell Harpoon Launchers24"83+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Twin-pronged Spear and Razorshell Harpoons
Twin-pronged Spear and Razorshell Harpoons1"63+3+-1
Massive Scythed Fins
Massive Scythed Fins2"42+3+-1
Crushing Jaws
Crushing Jaws1"22+-23
DAMAGE
Wounds SufferedMoveMassive Scythed FinsCrushing Jaws
0-82+42+
9-113+33+
12-144+24+
15+5+15+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 340
Battlefield Role: Behemoth

DESCRIPTION

An Akhelian Leviadon is a single model armed with Razorshell Harpoon Launchers, a Twin-pronged Spear and Razorshell Harpoons, Massive Scythed Fins and Crushing Jaws.

FLY: This model can fly.

ABILITIES

Crushing Charge: When a Leviadon charges into battle, it crushes the foe with its sheer mass.
Roll a dice for each enemy unit within 1" of this model after this model finishes a charge move. On a 2+, that enemy unit suffers D3 mortal wounds. If that enemy unit has a Wounds characteristic of 1, it suffers D6 mortal wounds instead of D3 mortal wounds.

Jaws of Death: When a Leviadon is able to clamp its jaws down firmly upon its prey, they are almost impossible to prise open.
If the unmodified hit roll for an attack made with this model’s Crushing Jaws is 6, that attack inflicts 3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll). If the unmodified hit roll for an attack made with this model’s Crushing Jaws is 6 and the target is a MONSTER, that attack inflicts 6 mortal wounds on the target instead of 3 and the attack sequence ends (do not make a wound or save roll).

Void Drum: A void drummer rides on the back of every Akhelian Leviadon. The mesmerising rhythm that they beat out sends rippling currents through the air, distorting the outlines of the drummer’s comrades and making them hard to see, while at the same time making the foe easier for Namarti warriors to detect.
Add 1 to save rolls for attacks that target friendly IDONETH DEEPKIN units that have a Wounds characteristic of 8 or less that are wholly within 12" of any friendly LEVIADONS. In addition, add 1 to hit rolls for attacks made by friendly NAMARTI units that target an enemy unit wholly within 12" of any friendly LEVIADONS.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, MONSTER, AKHELIAN, LEVIADON
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.
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.
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.
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 LEVIADON keyword is used in following Idoneth Deepkin warscrolls:

Behemoth

The NAMARTI keyword is used in following Idoneth Deepkin warscrolls:

None
Battleline

The AKHELIAN keyword is used in following Idoneth Deepkin warscrolls:

None
Leader
Behemoth
© Vyacheslav Maltsev 2013-2020