Idoneth Deepkin – Isharann Soulscryer
6"
5
6+
7
WARSCROLL

Isharann Soulscryer

Soulscryers work their strange magics to navigate through the utter dark of the deep places. They can find hidden paths through the shifting ethersea, leading Idoneth Deepkin troops to emerge from unexpected quarters.Their eldritch ability allows them to see souls and to light up enemy units so they shine like beacons in the fog to the rest of the Idoneth army, making the foes easy prey.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scryfish Shoal
Scryfish Shoal18"85+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Finger-claw
Finger-claw1"33+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 130
Battlefield Role: Leader

DESCRIPTION

An Isharann Soulscryer is a single model. They fight with a deadly-sharp Finger-claw that can slice through flesh. Every Isharann Soulscryer is accompanied by an ethereal manifestation of a shoal of Scryfish that can be directed by the Soulscryer to attack even distant foes.

ABILITIES

Finder ofWays: Soulscryers are the Idoneth’s navigators, helping them divine a path through the ethersea that will reach any destination.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up travelling the ethersea. If you do so, when you would set up another friendly IDONETH DEEPKIN unit, instead of setting up the unit, you can say that it is joining this model in the ethersea. Up to 2 units can join this model in this way. At the end of any of your movement phases, you can set up this model wholly within 6"of the edge of the battlefield and more than 9" from any enemy models; then set up any units that joined this model wholly within 6" of the edge of the battlefield, wholly within 12" of this model, and more than 9" from any enemy models.

Seeker of Souls: Isharann Soulscryers can literally see souls,and can direct their kin towards the incandescent flare of a living being’s animus.
At the start of your charge phase, you can pick one enemy unit within 24" of this model that is visible to them. If you do so, you must add 3 to charge rolls for friendly IDONETH DEEPKIN units that are within 12" of that unit. However, the first model to be moved from each unit that receives this modifier must finish their charge move within ½"of that unit or their charge will fail.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, ISHARANN, HERO, PRIEST, SOULSCRYER
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.

The ISHARANN keyword is used in following Idoneth Deepkin warscrolls:

Leader
© Vyacheslav Maltsev 2013-2020