Idoneth Deepkin – Lotann, Warden of the Soul Ledgers
6"
5
6+
7
WARSCROLL

Lotann, Warden of the Soul Ledgers

Named the Warden of the Soul Ledgers, Lotann marches to war with every Idoneth enclave, not only his own Ionrach. So great is his willpower, so vast is his desire to collect souls, that it manifests itself in the ethersea. This mystic cloud inspires all Idoneth Deepkin, but especially Namarti, who will fight with renewed vigour in Lotann’s presence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bone Quill
Bone Quill1"13+5+-1
Ochtar’s Cudgel
Ochtar’s Cudgel3"14+3+-12
Ochtar’s Blade
Ochtar’s Blade3"13+4+-11
Ochtar’s Tentacles
Ochtar’s Tentacles3"64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 70
Battlefield Role: Leader
Notes: Unique

DESCRIPTION

Lotann, Warden of the Soul Ledgers is a single model. He rarely fights, but when he must he uses his Bone Quill to stab at his foe. He is protected by his Ochtar familiar, which attacks any enemy foolish enough to approach Lotann with its Tentacles, and with the Cudgel and Blade it wields.

ABILITIES

Catalogue of Souls: The Soul Wardens tally and record the souls that are collected by Idoneth Deepkin armies. Their presence causes Idoneth Deepkin warriors to fight all the harder, so that the quota of souls the Wardens require is achieved.
Add 1 to the Bravery characteristic of friendly IDONETH DEEPKIN units while they are wholly within 12" of this model. In addition, re-roll hit rolls of 1 for friendly NAMARTI units while they are wholly within 12" of this model.

Writhing Tentacles: It is almost impossible for a foe to get past the writhing tentacles of a Soul Warden’s guardian Ochtar.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, the wound is negated.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, ISHARANN, SOULWARDEN, HERO, LOTANN
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 NAMARTI keyword is used in following Idoneth Deepkin warscrolls:

None
Battleline
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.
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 ISHARANN keyword is used in following Idoneth Deepkin warscrolls:

Leader
© Vyacheslav Maltsev 2013-2020