Idoneth Deepkin – Namarti Reavers
This warscroll does not meet the selection criteria (see Settings tab).

Namarti Reavers

Namarti Reavers are the fast-moving scouts and archers of the Idoneth Deepkin phalanxes. Armed with silent-firing whisperbows they harry foes from afar or advance closer to send out a deadly volley of arrows. Despite their eerie and disturbing lack of eyes the Namarti Reaversare uncannily accurate, using senses other than sight to pinpoint their targets.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Whisperbow: Aimed Fire
Whisperbow: Aimed Fire18"14+4+-1
Whisperbow: Storm Fire
Whisperbow: Storm Fire9"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Keening Blade
Keening Blade1"23+4+-1

Unit Size: 10 - 20      Points: 120
Battlefield Role: None
Notes: Battleline in Idoneth Deepkin army if general is an ISHARANN HERO


A unit of Namarti Reavers has 10 or more models. They are armed with Whisperbows and Keening Blades.

ICON BEARER: 1 in every 10 models in this unit can be icon bearers. You can re-roll battleshock tests for a unit of Namarti Reavers that includes any icon bearers. In addition, add 1 to the Attacks characteristic of an icon bearer’s Keening Blade.


Swift Tide: Namarti Reavers flow swiftly across the battlefield, striking out ahead of the rest of the army to weaken the foe before battle is fully joined.
You can re-roll run rolls for this unit.

Fluid Firing Style: A Namarti Reaver can either fire carefully aimed shots from their whisperbow, or unleash a volley of shots one after the other.
Before attacking with a Whisperbow, choose either the Aimed Fire or Storm Fire missile weapon characteristics for that shooting attack.


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

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.
When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice. Add the result of the run roll to the Move characteristic of all models in the unit for that movement phase. The unit can then move up to that distance in inches. Models in a unit that runs can’t shoot or charge later in the same turn.
Missile Weapons
In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit.

Some missile weapons have a Range characteristic with a minimum range, for example 6"-48". Such weapons cannot attack units that are wholly within the shorter range.

The NAMARTI keyword is used in following Idoneth Deepkin warscrolls:

© Vyacheslav Maltsev 2013-2021