Idoneth Deepkin – Akhelian Morrsarr Guard
14"
4
4+
6
WARSCROLL

Akhelian Morrsarr Guard

Swift and hard-hitting, the Akhelian Morrsarr Guard are aggressive fast cavalry. In a blurring streak, they are upon the foe. Backed by the speed of the Fangmora Eel, the lowered voltspears of the Akhelians strike with lethal impact. Additionally the voltspears allow the Akhelians to build up and release the electrical charge generated by the Fangmora Eel in a deadly biovoltaic blast.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Voltspear
Voltspear2"23+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: 170
Battlefield Role: None
Notes: Battleline in Idoneth Deepkin army if general is an AKHELIAN HERO

DESCRIPTION

A unit of Akhelian Morrsarr Guard has 3 or more models. The riders fight with voltspears 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 be 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 Voltspear. 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 Morrsarr Guard can fly.

ABILITIES

Biovoltaic Blast: Biovoltaic energy produced by Fangmora Eels is stored by their riders, ready to be discharged as a bolt of energy when the time is right.
Once per battle, at the start of a combat phase, you can say that this unit will unleash the biovoltaic energy stored in its voltspears. If you do so, roll 1 dice for each model in this unit. For each 3+, pick an enemy unit within 3" of this unit. That unit suffers 1 mortal wound. For each 6+, the unit that is picked suffers D3 mortal wounds instead.

Wave Riders: When these warriors charge the foe, their spears hit with the power of a crashing wave.
This unit’s voltspears have a Rend characteristic of -2 and a Damage characteristic of 2 if this unit made a charge move earlier in the same turn.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, AKHELIAN, AKHELIAN GUARD, MORRSARR 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.
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.

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 2013-2020