Fromout of blacknessthey come, emerging from the depths of the realms’seas upon a surging tide of magic. Thesemerciless raidersdo not seek merely to slaughteror enslave, however, for they are the Idoneth Deepkin – they havecome to take their victims’ verysouls.

This page contains all of the rules you need to field your Idoneth Deepkin miniatures on the battlefields of the Mortal Realms, from a host of exciting allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionVersionLast update
  Idoneth Deepkin
  Idoneth DeepkinBattletome11.2July 2021
  General’s Handbook ’2021
  General’s Handbook ’2021Expansion31.0September 2021
  Broken Realms: Morathi
  Broken Realms: MorathiExpansion21.2August 2021
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021
  Warhammer Underworlds: Direchasm
  Warhammer Underworlds: DirechasmWarscroll2March 2021

Designers’ Commentary

Battletome: Idoneth Deepkin

Q:Forgotten Nightmares states that ‘Missile weapons can only be used to target an Idoneth Deepkin unit with this battle trait if it is the closest visible enemy unit.’ Can I ignore this restriction if the attacking unit has an ability that allows it to target a unit that is not visible?
A:
No.
Q:If an Ionrach Royal Council has more than one Tidecaster or Soulscryer, do they all need to be within 3" of the Akhelian King in order to use the Give Them No Respite command ability?
A:
No. You can use the command ability as long as at least 1 Tidecaster and 1 Soulscryer is within 3" of the Akhelian King.
Q:Does the Ionrach’s Emissary of the Deep Places command trait apply after your general is slain?
A:
Yes.
Q:The Dormant Energies ability on the Eidolon of Mathlann, Aspect of the Sea warscroll says you can re-roll a casting roll, and that if you don’t re-roll a casting roll, you can heal D3 wounds. Can you heal D3 wounds if you use a different ability or rule to re-roll the casting roll?
A:
No.
Q:If I use the Sands of Infinity when a wizard casts Riptide, what happens to the unit I pick to be the target of the spell?
A:
Subtract 1 from hit rolls for attacks made by that unit until your hero phase after next. At the start of your hero phase after next, that unit suffers D3 mortal wounds.
Q:Can you provide a list of the warscrolls that have mounts in the battletome?
A:

Allies

ORDERALLIES
Idoneth DeepkinCities of Sigmar (AELF units only), Daughters of Khaine, Stormcast Eternals, Sylvaneth

Battle Traits

An IDONETH DEEPKIN army has the following battle traits:

Forgotten Nightmares

The Idoneth disappear from the consciousness of their enemies almost instantly, leaving only a feeling of unease, like a dimly remembered nightmare.

Missile weapons can only be used to target an IDONETH DEEPKIN unit with this battle trait if it is the closest visible enemy unit.

Tides of Death

Idoneth Deepkin destroy their enemies like the relentless tides of a perilous sea, building up their attack to a crashing crescendo and then receding to leave nothing but death in their wake.

IDONETH DEEPKIN units with this battle trait have a different Tides of Death ability each battle round, as shown on the Tides of Death table below.
BATTLE ROUNDABILITY
1

Low Tide

The Idoneth Deepkin move towards the foe, their appearance eerily refracted and distorted, like an object seen through water.

In this battle round, all units with the Tides of Death battle trait are treated as being in cover.

2

Flood Tide

The Idoneth Deepkin attack suddenly, swirling around the foe and trapping the unwary.

In this battle round, all units with the Tides of Death battle trait that run can still either shoot or charge in the same turn (but not both).

3

High Tide

The Idoneth Deepkin surge forward and fall upon the foe, smashing them with the speedand fury of gale-blown waves.

In this battle round, the strike-first effect applies to units with the Tides of Death battle trait.

4

Ebb Tide

Their work done, the Idoneth Deepkin withdraw from the fray, leaving the enemy’s dead behind like flotsam on a stormwracked beach.

In this battle round, all units with the Tides of Death battle trait that retreat can still either shoot or charge in the same turn (but not both).

5+

Repeat the four Tides of Death steps, starting with LowTide.


Command Traits

D6COMMAND TRAIT
1

Merciless Raider

This grim-eyed warrior has no empathy for his victims and lacks any form of kindness or forgiveness.

You can re-roll run rolls and charge rolls for this general.

2

Hunter of Souls

This general seeks neither glory or territory; their only interest is the capture of mortal souls.

Re-roll wound rolls of 1 for this general.

3

Unstoppable Fury

When the Idoneth fall upon their foe at the climax of a battle, this unstoppable warrior is a fury of destruction.

Add 2 to the Attacks characteristic of any weapons used by this general in any battle round in which the High Tide ability is in effect.

4

Born From Agony

The unimaginable suffering the Idoneth endured before their liberation from Slaanesh has inured this warrior to pain.

Increase this general’s Wounds characteristic by 2.

5

Nightmare Legacy

The repressed horror of the Idoneth’s long incarceration emanates from this dark-visaged warrior in palpable waves of doom.

Subtract 1 from the Bravery characteristic of enemy units while they are within 12" of this general.

6

Lord of Storm and Sea

This generalis a living embodiment of the glory of Mathlann, and is an inspiration to all those that still worship the Lord of the Deeps.

Add 2 to the Bravery characteristic of friendly IDONETH DEEPKIN units while they are wholly within 12"of this general.


Artefacts of Power

Akhelian Artefacts

Any AKHELIAN HERO can be given one of the following Akhelian artefacts.

D6ARTEFACT OF POWER
1

Sanguine Pearl

Sanguine pearls are the colour of freshly spilt blood. When attached to the hilt of a weapon wielded by an Akhelian warrior, they protect the bearer in the maelstrom of close combat.

Roll a dice each time you allocate a wound or mortal wound to the bearer that was caused by a melee weapon. On a 5+ the wound is negated.

2

Potion of Hateful Frenzy

Distilled from the blood of the mighty ketus-shark, this potion turns the drinker into a hate-fuelled engine of destruction, but leaves them exhausted once the effects wear off.

Once per battle, in your hero phase, the bearer can drink this potion. If they do so, add 1 to hit and wound rolls for the bearer until your next hero phase. However, at the start of your next hero phase the bearer suffers 1 mortal wound.

3

Ankusha Spur

This sharpened spur is crafted from the near-unbreakable spines of ankusha shells, and can be used by Akhelians to goad the ferocious sea creatures they ride.

Add 3" to the bearer’s Move characteristic. In addition, re-roll wound rolls of 1 for attacks made by the bearer’s mount.

4

Armour of the Cythai

This ancient armour was given by Teclis to the first Idoneth. Upon the command of its bearer, this armour can radiate the power of Hysh – a fitting gift from the Great Illuminator.

Subtract 1 from hit rolls for melee weapons that target the bearer.

5

Bio-shock Shell

This mollusc shellhas fossilised within a Fangmoraden over thousands of years. It has absorbed so much of the creatures’ crackling energy that it now acts as a generator, whose pent-up electrical fury can be released by the beaerer at need.

Once per battle, at the start of the combat phase, you can say that the bearer will use the Bio-shock Shell. If you do so, each enemy unit within 3" of the bearer suffers D3 mortal wounds.

6

Abyssal Blade

The darkest and most hateful thoughts have been stripped from a chorrileum to temper this weapon. Years of repressed rage are made manifest, investing the sword with the ability to cut through armour and drink deep of an enemy’s vital force. Against those dedicated to the ancient enemy Slaanesh, it is more fearsome still…

Pick a weapon carried by the bearer to be the Abyssal Blade. Improve the Rend characteristic of that weapon by 1. In addition, add 1 to the Damage characteristic of that weapon if the target has the SLAANESH keyword.


Idoneth Artefacts

Any IDONETH DEEPKIN HERO can be given one of the following Idoneth artefacts.

D6ARTEFACT OF POWER
1

Rune of the Surging Tide

This runic sigil was mindforged by Gabhai, the greatest of Tidecasters. It can be used to summon a swift stream in the ethersea that hastens the advance of an Idoneth Deepkin phalanx, or a phantasmal riptide that dragsat the feet of the foe, hindering their progress.

Once per battle, at the start of your hero phase, you can say that the bearer will use the Rune of the Surging Tide. If you do so, say whether the rune will be used to create a stream or a riptide. If a stream is created, add 1" to the Move characteristic of friendly IDONETH DEEPKIN units until your next hero phase. If a riptide is created, subtract 1" from the Move characteristic of enemy units until your next hero phase.

2

Black Pearl

The incredibly rare black pearl can only be found in the deepest and darkest of waters. It is prized for the aura it projects, which can protect the bearer from any harm.

Roll a dice each time you allocate a wound or mortal wound to the bearer. On a 6+ the wound is negated.

3

Lliandra’s Last Lament

Lliandra was one of the Awakened, and a powerful sorceress. Alas, the magic of soul transference was developed too late to save her children, and such was her sorrow that she fell into a melancholy from which she never recovered. She sang her siren song of lamentation into the brón conches, where it became enshrined forever. If a listener puts one up to their ear, the song can still be heard. Should one of these shells be shattered, it will release Lliandra’s woe in the form of an eerie dirge that has a powerful effecton those nearby.

Once per battle, at the start of the battleshock phase, you can say that the bearer will release Lliandra’s Last Lament. If you do so, friendly IDONETH DEEPKIN units wholly within 18" of the bearer do not have to take battleshock tests that phase.

4

Terrornight Venom

This venom is extracted from the tentacles of the terror night medusan. If used to coat a weapon, the smallest cut will cause severe pain and nausea, and fill the victim with a terrible feeling of impending doom.

Pick a weapon carried by the bearer to be coated with Terrornight Venom. Re-roll wound rolls of 1 for that weapon. In addition, subtract 1 from the Bravery characteristic of enemy units that suffer any wounds from this weapon for the rest of the battle.

5

Cloud of Midnight

This fragile vial is filled with purest ink drawn from a krakigon, a natural pigment used to create zones of total obscurity. When the vial is shattered, the bearer is swiftly hidden within a cloud of darkness.

Once per battle, at the start of any phase, the bearer can release the Cloud of Midnight. If they do so, they cannot be chosen as the target for attacks, spells or abilities for the rest of the phase, but cannot themselves attack or use spells and abilities for the rest of the phase. In the phase in which the bearer releases the Cloud of Midnight, they are ignored when determining which is the closest Idoneth Deepkin model for the purposes of the Forgotten Nightmares battle trait.

6

Whorlshell

This spirit-sensitives hell opens a whirling passage way through the ethersea that allows another to view the bearer’s most repressed memory. Those without the strength of will to bear the knowledge of this terrible secret find themselves pulled into an abyss of despair that smothers their will to fight.

Once per battle, at the start of your hero phase, you can say that the bearer will use the Whorlshell. If you do so, pick an enemy HERO within 9" of the bearer that is visible to them and roll 2D6. If the roll is greater than the enemy hero’s Bravery characteristic, subtract 1 from hit rolls for the enemy hero for the rest of the battle.


Isharann Artefacts

Any ISHARANN HERO can be given one of the following Isharann artefacts.

D6ARTEFACT OF POWER
1

Steelshell Pearl

It is said that some pearlsare created at such great ocean depths that they are as strong as steel.The strange aura that surrounds these gems has the power to repel incoming missiles.

Roll a dice each time you allocate a wound or mortal wound to the bearer that was caused by a missile weapon. On a 5+ the wound is negated.

2

Mind Flare

The crackling manifestation of a bioluminescent flare suddenly illuminates the gloom of the ethersea, a flash that can blind predators or stun prey.

Once per battle, at the start of a combat phase, pick an enemy unit within 3" of the bearer. Subtract 1 from hit rolls for that unit until the end of that combat phase.

3

Dritchleech

Incredibly rare, these worms feed upon magic, and are capable of draining arcane energies. The Isharann long ago became inured to the dritchleech’s effects, but the same cannot be said for other spellcasters.

Subtract 1 from the casting rolls of WIZARDS while they are within 18"of the bearer. IDONETH DEEPKIN WIZARDS are not affected by this artefact.

4

Auric Lantern

This magical artefact can be used by Isharann to turn the soul-force of an opponent into a beacon for any Idoneth Deepkin that are hunting them.

At the start of your shooting phase, pick an enemy unit within 18" of the bearer that is in cover. Until your next shooting phase, that enemy unit does not receive the benefit to its saving throw for being in cover.

5

Disharmony Stones

These rare deepwater rocks can be attuned to the soul-force of a mortal being. If two of them are struck together, the resulting burst of discordant energy can cause dreadful harm to those connected to them.

Once per battle, at the start of your hero phase, pick up to two enemy HEROES that are within 12" of the bearer. The opposing player must then choose one of the following options:

a) Roll a dice for each HERO picked. On a 3+ that hero suffers 1 mortal wound.

b) Roll a dice for each HERO picked. On a 5+ that hero suffers D3 mortal wounds.

c) Each HERO picked suffers D3 mortal wounds. Then roll a dice. On a 4+ the bearer suffers D3 mortal wounds.

6

Brain Barnacles

Dreaded parasites of the deep, brain barnacles are microscopic arthropods native to the ethersea, which the Idoneth harvest and capture in vials. When released, the tiny creatures seek to attach themselves to the brain of any sentient creature and feed off their thoughts.

Once per battle, at the start of your hero phase, pick an enemy HERO within 12" of the bearer and roll 2D6. If the roll is equal to or greater than the distance between the bearer and that hero, the enemy hero is infected. Subtract 1 from hit rolls and casting rolls for the infected hero for the rest of the battle.


Arcane Artefacts

Any IDONETH DEEPKIN HERO WIZARD can be given one of the following arcane artefacts.

D6ARTEFACT OF POWER
1

Arcane Pearl

These multihued pearlsare amongst the rarest of Idoneth artefacts.When held by a Tidecaster, they protect the bearer from manifold dangers.

Roll a dice each time you allocate a mortal wound to the bearer. On a 5+ the wound is negated.

2

Sands of Infinity

This arcane sand is attuned to aetheric magic, and can be used to vastly prolong the effects of a spell.

You can use the Sands of Infinity once per battle, before making a casting roll for the bearer for a spell whose effects would normally last until your next hero phase. If you do so, and the spell is successfully cast and not unbound, then the effects of the spell last until your hero phase after your next hero phase instead.

3

Coral Ring

Although seldom done, empty branches of the chorrileum can be pruned, and the trimmed portions of the spirit-sensitive coral used to craft rings imbued with the racial memories of the Idoneth Deepkin. Such rings grant their wearer the ability to call upon the wisdom of the past.

Once per battle, you can re-roll a failed casting roll for the bearer. In addition, once per battle, you can re-roll a failed unbinding roll for the bearer.

4

Bauble of Buoyancy

An enchanted gas bladder from an engorgerfish, this small gem-like organ lets its bearer adjust their buoyancy, allowing for great bounding steps that can cover great distances or traverse obstacles.

The bearer can fly. In addition, double the result of run rolls for the bearer.

5

Kraken Tooth

This fragment of the sword-length tooth of a Ghurish kraken can be used by a spellcaster to create a manifestation of the ferocious beast’s slavering maw.

Once per battle, in your shooting phase, pick an enemy unit within 12" of the bearer that is visible to them. Then, roll a dice and look up the result below.

D6Result
1None Binds the Kraken: The bearer suffers D3 mortal wounds.
2-5The Krakenis Released: The enemy unit suffers D3 mortal wounds.
6A Tasty Morsel: Pick one model in the enemy unit. The model you pick is slain if it has a Wounds characteristic of less than 10, and suffers 2D6 mortal wounds if it has a Wounds characteristic of 10+.

6

Augury Shells

From the Cerithium Seas come augury shells, strange artefacts that enable the bearer to better predict destiny’s course.

Once per battle, at the start of your hero phase, roll 2D6. During that hero phase, you can use that roll as the result of a casting roll for the bearer, or as the result of an unbinding roll for an enemy WIZARD that is attempting to unbind a spell cast by the bearer. You must say that you will use that roll before the actual casting or unbinding roll is made.



Spell Lores

Lore of the Deeps

The Idoneth Deepkin’s Tidecasters wielding powers unlike any used by the other wizards of the Mortal Realms.The spells they cast reflect the abyssal depths of the seas from which they come as well as the dark corners of a living being’s psyche.

IDONETH DEEPKIN WIZARDS (including Unique units) only.

D6SPELL
1

Steed of Tides

The wizard conjures a watery elemental to transport themselves or a comrade swiftly across the battlefield.

Steed of Tides has a casting value of 5. If successfully cast, pick a friendly HERO that is not a MONSTER and that is within 6" of the caster and visible to them. Remove that model from the battlefield, and then set it up again within 24" of its previous location and more than 9" from any enemy models. This counts as the model’s move in your following movement phase.

2

Abyssal Darkness

The spellcaster spreads their arms wide and streamers of darkness pour from their outstretched fingertips,shrouding themselves and nearby allies in shadow.

Abyssal Darkness has a casting value of 5. If successfully cast, until your next hero phase, friendly IDONETH DEEPKIN units are treated as being in cover while they are wholly within 9" of the caster.

3

Vorpal Maelstrom

An aetheric whirlpool manifests in the heart of an enemy formation, snatching up warriors and smashing them against each other.

Vorpal Maelstrom has a casting value of 6. If successfully cast, pick a point on the battlefield within 18"of the caster that is visible to them. Roll a dice for each unit within 3" of that point. If the dice roll for a unit is less than or equal to the number of models in the unit, that unit suffers D3 mortal wounds.

4

Pressure of the Deep

The wizard enfolds their victim in a shimmering bubble of crushing force.

Pressure of the Deep has a casting value of 7. If successfully cast, pick an enemy model within 12" of the caster that is visible to them, and roll a dice. If the dice roll is greater than that model’s Wounds characteristic, it is slain.

5

Tide of Fear

The spellcaster sends forth an invisible current that strikes fear into their foes.

Tide of Fear has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for that unit and subtract 1 from that unit’s Bravery characteristic.

6

Arcane Corrasion

The spellcaster pushes forth a wave of aetheric energy that picks up rubble from the ground and hurls it at the foe.

Arcane Corrasion has a casting value of 6. If successfully cast, pick the closest enemy unit within 48" of the caster and measure the distance between the caster and the unit. If the distance is up to 12", the target suffers 1 mortal wound; if the distance is more than 12" and up to 24" it suffers 2 mortal wounds instead; if the distance is more than 24" and up to 36" it suffers 3 mortal wounds instead; and if the distance is more than 36" and up to 48" it suffers 4 mortal wounds instead.



Isharann Rituals

The Isharann use their arcane talents for a wide range of tasks, including building, healing, soul-theft and war. They draw energies from the realms, the seas and their own repressed emotions, and can perform arcane rituals that unleash this dark power upon the battlefield.

ISHARANN HEROES from an Idoneth Deepkin army can perform the following Isharann rituals in your hero phase. A maximum of one Isharann ritual can be performed in each hero phase.

In order to perform a ritual, at the start of your hero phase, say which ritual is being performed and then pick one ISHARANN HERO from your army that is more than 9" from any enemy models. Then roll 2D6. Add 1 to the roll if the HERO performing the ritual is within 1" of a Gloomtide Shipwreck, and add a further 1 to the roll if they are a PRIEST. In addition, add 1 to the roll for each other friendly ISHARANN HERO that is within 3" of the model performing the ritual (add 2 instead for each HERO within 3" that is a PRIEST). On a 10+ the ritual is successfully performed and has the effect listed below. On any other result, the ritual fails and nothing happens.

Ritual of Erosion

This ritual harnesses the power of the ethersea, and uses it to batter fortifications that the Idoneth Deepkin’s enemies are using for protection.

Until your next hero phase, enemy units do not receive any benefit for being in cover.

Ritual of Rousing

This ritual draws on the energy of the chorrileums and uses it to empower Eidolons of Mathlann.

Heal 1 wound allocated to each friendly EIDOLON on the battlefield. In addition, you can re-roll failed hit rolls and casting rolls for friendly EIDOLONS until your next hero phase.

Ritual of the Tempest

This ritual stirs the air above the ethersea into a swirling tempest that batters flying creatures to the ground.

Until your next hero phase, enemy models cannot fly.


Mount Traits

If an Idoneth Deepkin army includes any HEROES mounted on a Deepmare, 1 of them can have a Deepmare mount trait. Choose or roll for the mount trait from the table below.

If an Idoneth Deepkin army includes any LEVIADONS, 1 of them can have a Leviadon mount trait. Choose or roll for the mount trait from the table below.

You can choose 1 extra HERO or LEVIADON to have a mount trait for each warscroll battalion in your army. A HERO or LEVIADON cannot have more than 1 mount trait, and the same mount trait cannot be taken more than once in the same army.

Deepmare Mount Traits

HERO mounted on Deepmare only.

D3MOUNT TRAIT
1

Swift-finned Impaler

This Deepmare tears through the ethersea, eager to bring death to the enemy.

If the roll for this model’s Deepmare Horn ability is 6, the nearest enemy unit suffers D6 mortal wounds instead of D3 mortal wounds.

2

Savage Ferocity

Few foes can withstand the terrible ferocity of this Deepmare’s jaws, talons and lashing tails.

Add 1 to the Attacks characteristic of this model’s Deepmare’s Fanged Jaws and Talons and its Deepmare’s Lashing Tails.

3

Voidchill Darkness

This Deepmare comes from some of the darkest and coldest oceans depths in the realms, turning the ethersea around it ice-cold and dark.

Subtract 1 from hit rolls for attacks made by enemy models that are within 3" of this model.


Leviadon Mount Traits

LEVIADON only.

D3MOUNT TRAIT
1

Ancient

The shell of this Leviadon is heavily encrusted with jagged shardshells that have grown during the countless generations it has served the Idoneth.

If the weapon used for an attack that targets this model has a Rend characteristic of -1, change the Rend characteristic for that attack to ‘-’.

2

Denizen of the Darkest Depths

This Leviadon was born in seas so deep that the creatures that live there have evolved skeletons and shells that are unbelievably heavy and strong.

Add 1 to the number of mortal wounds inflicted on each enemy unit by this model’s Crushing Charge ability. This means it will inflict 1 mortal wound on an enemy unit on a roll of 1.

3

Reverberating Carapace

The shell that encases this Leviadon is filled with channels and chambers that amplify the effect of the void drum it carries on its back.

Increase the range of this model’s Void Drum ability from 12" to 15".



The Enclaves

From the powerful Tidecasters of Ionrach to the cunning raiders of Briomdar, the different enclaves of the Idoneth Deepkin are distinct in their character. Below you will find rules that allow you to tailor your collection to represent one of six major enclaves.

You can organise your collection of Idoneth Deepkin miniatures as an army from one of the major Idoneth enclaves simply by painting it in the enclave’s colours. All Idoneth Deepkin units and warscroll battalions in the army are then considered to be from that enclave. For example, if you decided to organise your collection into an army from Ionrach Enclave, each unit would be considered a Ionrach unit, and each warscroll battalion would be considered a Ionrach warscroll battalion. This does not change their allegiance, but does give you access to some additional rules you can use for your army. The rules for six of the major enclaves are presented below. When you organise your collection to be an army from one of the enclaves listed in this section, you can use extra abilities, and may gain access to a bespoke command trait or new spell. In addition, you can include additional units in certain warscroll battalions.

ENDLESS SEAS
While the rules later in this section present you with a way to collect an army from one of the major enclaves, there are countless more in the Mortal Realms. You can choose to organise your collection of Idoneth Deepkin miniatures as an army from an enclave of your own devising. If you do so, simply pick the enclave that most closely matches the background of your own enclave, and use its rules for your enclave.

Ionrach

The Ionrach are the most numerous and widespread of all the Idoneth Deepkin enclaves.They have expanded through the whirlways and established strongholds in each of the Mortal Realms thanks to the peerless magic of their Tidecasters and the ceaselesstoil of their military.

ABILITIES
Strong in Magic: The Ionrach have always been strong in magic, being the closest of all Idoneth Deepkin to Teclis’ original vision for the aelves reclaimed from Slaanesh.
Add 1 to casting and unbinding rolls for Ionrach WIZARDS.

WARSCROLL BATTALIONS
An Ionrach Royal Council can include up to 2 Isharann Tidecasters and up to 2 Isharann Soulscryers.

COMMAND TRAIT
An Ionrach general must have this command trait instead of one of those listed here:

Emissary of the Deep Places: The leaders of Ionrach do not hesitate to aid other Idoneth Deepkin, and have even been known to ally with outsiders against a common enemy.
Allied units in an Ionrach army are treated as having the Tides of Death battle trait and can therefore use abilities from the Tides of Death table each battle round.

Dhom-hain

The Dhom-hain are one of the largest of the Idoneth enclaves. They are fiercely independent and disdain all outsiders. Other enclaves believe the Dhom-hain exhibit degrees of savagery unbecoming of aelves, likening them to the less enlightened races. In truth, the Dhom-hain wilfully ignore the other enclaves, considering them arrogant, misguided and overly meddlesome.

ABILITIES
Savage Fighters: The warriors of Dhom-hain are renowned as especially savage fighters that strike quickly and then fall back to attack again.
In your combat phase, re-roll hit rolls of 1 for Dhom-hain AKHELIAN and Dhom-hain NAMARTI units that made a charge move in the same turn.

Deep Questors: The Dhom-hain capital is located in the Black Trough in Ghur. The enclave’s barbaric warriors are experts at fighting the savage beasts that infest their realm.
You can re-roll failed wound rolls for Dhom-hain AKHELIAN units if the target is a MONSTER.

WARSCROLL BATTALIONS
A Dhom-hain Akhelian Corps can include up to 6 units of AKHELIAN GUARD.

Fuethán

Fuethán are aggressive but canny fighters, and they will press any advantage to its fullest. Should an enemy break and flee they will not hesitate to pursue, hacking down the foe with all the zeal of blood-frenzied Allopexes.Once such an onslaught has begun, the Fuethán will finish the job with such extreme violence they can often be found hacking, stabbing, and slicing foes long after life has passed out of their mutilated bodies.

ABILITIES
Revelin Slaughter: Quick to anger, the merciless riders of Fuethán are notorious for leaving nothing but carnagein their wake.
You can re-roll hit rolls of 1 for Fuethán units that are affected by the Flood Tide ability from the Tides of Death table. In addition, whenever a Fuethán unit would be affected by the Ebb Tide ability from the Tides of Death table, they are instead affected by the Flood Tide ability from the same table.

Fiercest of Creatures: When bonding beasts, the Fuethán look for creatures whose aggression matches their own.
In the combat phase, re-roll wound rolls of 1 for Fuethán mounts.

WARSCROLL BATTALIONS
A Fuethán Phalanx can include up to 6 Akhelian Corps.

Mor’phann

Surrounded by chill mists and speaking in voices little more than whispers, even other Idoneth Deepkin find the presence of those from the Mor’phann enclave disquieting. They are a sombre and stoic people that are practical in nature. Everything about their personalities is cool and measured – not for them the hot-headed fury of the Fuethán or the flashy heroism of the Ionrach.

ABILITIES
Soul-magic Adepts: Mor’phann Soulrenders raise Namarti back almost as quickly as they fall in battle.
When a Mor’phann Isharann Soulrender uses their Lurelight ability, add 3 to the number of models that are returned.

WARSCROLL BATTALIONS
A Mor’phann Namarti Corps can include up to 6 units of Namarti Reavers.

MAGIC
Mor’phann Tidecasters know the Freezing Mists spell instead of a spell from the Lore of the Deeps.

Freezing Mists: Mor’phann Tidecasters can summon freezing ethereal mists that slow the movement of their foes.
Freezing Mists has a casting value of 6. If successfully cast, pick an enemy unit within 12"of the caster that is visible to them. Until your next hero phase, that unit can only move 1" when it piles in, and any abilities that would increase its pile-in move are ignored.

Nautilar

The Nautilar favour defensive methods of war, although this does not mean they hunker passively behind their fortifications. Rather, they utilise concealed traps and tower-mounted weapons to thin the ranks of the foe, and engage in swift hit-and-run assaults to wrong-foot their opponents. Their mobile city bristles with gated shelltowers from which Nautilar troops issue forth to assail the foe from all directions before rapidly retreating.

ABILITIES
Consummate Defenders: The aelves of Nautilar Enclave have grown expert in defending their moving city from the many perilsit faces.
You can re-roll failed hit rolls for Nautilar units in the combat phase if the target made a charge move in the same turn.

WARSCROLL BATTALIONS
A Nautilar Akhelian Corps can include up to 2 Akhelian Leviadons.

MAGIC
Nautilar Tidecasters know the Protective Barrier spell instead of a spell from the Lore of the Deeps.

Protective Barrier: Nautilar Tidecasters are adept at creating arcane barriers to protect their comrades from harm.
Protective Barrier has a casting value of 4. If successfully cast, pick a friendly Nautilar unit within 12" of the caster that is visible to them. Until your next hero phase, worsen the Rend characteristic of attacks that target that unit by 1 (to a minimum of ‘-’).

Briomdar

Seeking reclusion, the enclave that became the Briomdar branched off from Ionrach and settled in the deepest part of the Green Gulch in Ghyran. The undersea forests of that region have since had much influence on their development. They are masters of stealth and ambush, and can move swiftly through even the thickest terrain. These skills have been perfected by the Briomdar over countless raids, for they are relentless marauders.

ABILITIES
Supreme Soulscryers: The exemplary skill of Briomdar Soulscryers sets them apart from their kin, guiding their raiding parties to encircleand entrap their prey.
If a Briomdar Soulscryer uses their Finder of Ways ability, up to three friendly Briomdar units can join them instead of only two. In addition, you can set up the units that join a Briomdar Soulscryer wholly within 18" of the Soulscryer instead of wholly within 12" of the Soulscryer.

Unstoppable Raiders: The Briomdar are able to navigate dense terrain with ease, bypassing fortress walls and tangled forests as if they were not there.
Briomdar units that cannot normally fly ignore terrain features when they move, as if they could fly. Note that this does not allow them to ignore enemy models when they move.

WARSCROLL BATTALIONS
A Briomdar Namarti Corps can include up to 6 units of Namarti Reavers.


Battleplans

Battleplan

An Incoming Tide

An Idoneth Deepkin soul-raid starts with the Idoneth emerging from the sea as close as possible to their target. Thoughmost peoples of the realms remain ignorant of the Idoneth’s true nature, legends of mysterious invaders from the ocean have prompted some of the more cautious coastal communities to station sentinels to guard the shoreline from a sudden attack.

THE ARMIES
One player commands an army of Idoneth Deepkin, and the other commands an army of Sentinels.

IDONETH DEEPKIN PLAYER’S OBJECTIVES
You must emerge from the sea and slay any enemy warriors guarding the shoreline. Further inland is the location of the soul-prize you have come in search of. You cannot let these landcreatures prevent you from securing it.

SENTINEL PLAYER’S OBJECTIVES
A sinister enemy approaches from under the sea, intent on attacking the settlement you are sworn to protect. Stand firm and drive them back into the waters from whence they came.

THE BATTLEFIELD
The battlefield represents a coastal area near an inhabited settlement. One long table edge represents the shoreline, and it is from here that the Idoneth Deepkin army will enter the battlefield.

Players can choose to set up any scenery as described on the Warhammer Age of Sigmar rules sheet, or use the example scenery shown on the map.

SET-UP
The Sentinel player sets up their army first, anywhere wholly within their territory. No units from the Idoneth Deepkin army are set up on the battlefield at the start of the battle – they are all set up under the sea as described below.

FIRST TURN
The Idoneth Deepkin player has the first turn in the first battle round.

UNDER THE SEA
All units in the Idoneth Deepkin army start the battle set up under the sea. They can enter the battlefield in any of their movement phases, measuring the move from anywhere on the Shoreline table edge.

Double the Move characteristic of units from the Idoneth Deepkin player’s army for the turn in which they enter the battlefield.

UNEXPECTED ATTACK
On their first turn, the Sentinel player must roll a dice before making a normal move with a Sentinel unit. On a 4+, the unit can make that move. On any other roll, the unit is not allowed to make that move.

RAIDING FORCE
In the Idoneth Deepkin player’s hero phase, any units in their army that are wholly within 9" of the table edge opposite the Shoreline can exit the battlefield. The Idoneth Deepkin player can choose which units (if any) leave the battle. Models in units that exit the battlefield are removed from play, but do not count as slain or fleeing.

VICTORY
If there are no Sentinel models on the battlefield at the end of a battle round, the game ends immediately and the Idoneth Deepkin player wins a major victory. Otherwise, the battle lasts for five battle rounds. If no Idoneth Deepkin units have exited the battlefield at the end of the fifth battle round, the Sentinel player wins a major victory. If at least one but less than half the Idoneth Deepkin units have exited the battlefield, the Sentinel player wins a minor victory. On any other result, the Idoneth Deepkin player wins a minor victory.


Battleplan

The Harvest

The purpose of an Idoneth Deepkin raid is terrifyingly simple – to harvest souls from the races on land and transport them back to the Idoneth’s enclave. Faced with a fate worse than death, opponents must do everything in their power to save their people from the Idoneth by escorting them to safety.

THE ARMIES
One player commands an army of Idoneth Deepkin, and the other commands an army of Guardians.

Designer’s Note: The narrative for this battleplan makes most sense when the Guardians are from the ORDER Grand Alliance, but any army can be used if necessary.

IDONETH DEEPKIN PLAYER’S OBJECTIVES
You have reached the outskirts of an enemy settlement, where the brightness of the inhabitants’ soul-force calls out to you. Lead your army in an all-out attack and reap as many souls as possible for your enclave.

GUARDIAN PLAYER’S OBJECTIVES
The army in front of you has come from the sea and, according to fragmented reports, is intent on abducting those in your charge. You must do everything in your power to rescue the population from the invaders by evacuating them to a nearby fortified settlement.

THE BATTLEFIELD
The battlefield represents the outskirts of an inhabited settlement. Players can choose to set up any scenery as described on the Warhammer Age of Sigmar rules sheet, or use the example scenery shown on the map.

In order to fight this battle, you will require three population markers (small coins will do). Each marker represents a group of terrified civilians. Population markers cannot be attacked, and do not block movement for either side.

The Guardian player must move each marker in each of their movement phases. If the closest unit to the marker before it is moved is a unit from the Guardian player’s army, then the Guardian player can move the marker 6" in any direction. If the closest unit to the marker before it is moved is a unit from the Idoneth Deepkin player’s army, then the Guardian player must move the marker in a straight line 6" directly away from that unit. Measure from the centre of each marker.

Population markers move over terrain and friendly models in the same manner as a model that can fly, but must halt as soon as they move within 3" of a unit from the Idoneth Deepkin player’s army.

A population marker is ‘evacuated’ if it finishes a move touching the Settlement edge of the battlefield.

A population marker is ‘reaped’ if there are more models from the Idoneth Deepkin player’s army than there are models from the Guardian player’s army within 3" of the centre of the marker at the end of a turn. Remove a population marker when it is reaped.

SET-UP
First, set up the three population markers. The first is placed at the centre of the battlefield; the other two are placed halfway between the centre objective and one of the narrow edges of the battlefield, as shown on the map.

The players then alternate setting up units one at a time, starting with the Guardian player. Units must be set up wholly within their own territory, more than 6" from any enemy models. Continue to set up units until both players have set up their armies. If one player finishes first, the opposing player can set up the rest of their units, one after another.

FIRST TURN
The Idoneth Deepkin player has the first turn in the first battle round.

VICTORY
The battle continues until no population markers remain on the battlefield. Victory points are then used to determine the winner.

The Idoneth Deepkin player scores 1 victory point for each population marker that was reaped, and the Guardian player scores 1 victory point for each population marker that was evacuated. If a player beats their opponent’s score by 1 point, the player with the higher score wins a minor victory. If a player beats their opponent’s score by 2 or more points, the player with the higher score wins a major victory. Any other result is a draw.


Battleplan

The Pursuit

Having reaped a rich harvest of new souls, an Idoneth Deepkin army will quickly disengage and return to the dark waters. Sometimes, however, a particularly canny foe may attempt to prevent their escape by placing a blocking forcein their path.

THE ARMIES
One player commands an army of Idoneth Deepkin, and the other commands an army of Pursuers.

IDONETH DEEPKIN PLAYER’S OBJECTIVES
Your soul-raid has been successful,and now you must return to your enclave with the souls you have acquired. However, you are being hotly pursued, and must escape from those on your heels with all haste.

PURSUER PLAYER’S OBJECTIVES
The strange creatures that have attacked you are now in full retreat, seemingly intent on returning to the ocean depths. They must be punished severely for the insult of attacking your strongholds!

THE BATTLEFIELD
The battlefield represents a coastal area near an inhabited settlement that was recently subjected to an Idoneth Deepkin raid. One narrow table edge represents the shoreline, which the Idoneth Deepkin army must reach in order to escape.

Players can choose to set up any scenery as described on the Warhammer Age of Sigmar rules sheet, or use the example scenery shown on the map.

SET-UP
The Pursuer player must split their army into a pursuit force and a blocking force. To do so, they must first roll a D3; the result is the maximum number of units they can have in the blocking force. All of the remaining units in their army are in the pursuit force.

The Pursuer player must now set up their blocking force. Units from the blocking force must be placed wholly within the blocking force’s territory (see the map). Next, the Idoneth Deepkin player sets up their army, wholly within their territory and more than 9" from enemy territory. Finally, the Pursuer sets up their pursuit force, wholly within the pursuit force’s territory.

FIRST TURN
Roll off to determine who has the first turn in the first battle round.

ESCAPE TO THE SEA
In the Idoneth Deepkin player’s hero phase, any units from their army that are wholly within 9" of the Shoreline can exit the battlefield and escape to the sea. The Idoneth Deepkin player can choose which units (if any) leave the battle. Models in units that exit the battlefield are removed from play, but do not count as slain or fleeing.

VICTORY
The battle continues until no units from the Idoneth Deepkin player’s army remain on the battlefield. Victory points are then used to determine the winner. The Idoneth Deepkin player scores 1 victory point for each of their units that has escaped to the sea. They receive a bonus of D6 victory points at the end of the battle for each Isharann Soulreaper that escaped to the sea.

The Pursuer player scores 1 victory point for each unit from the Idoneth Deepkin player’s army that was slain during the battle. They receive a bonus of D6 victory points at the end of the battle for each Isharann Soulreaper that was slain.

If a player beats their opponent’s score by 2-3 points, the player with the higher score wins a minor victory. If a player beats their opponent’s score by 4+ points, the player with the higher score wins a major victory. Any other result is a draw.


Battleplan

Undersea Attackers

The oceans of the Mortal Realms are anything but safe. Those that ply the sea-lanes risk being sunk in terrible storms, swallowed whole by monstrous sea creatures, or attacked and boarded by warriors that live beneath the waves.

PATH TO GLORY
Use the Path to Glory rules.

THE ARMIES
Each player must field a warband from a Path to Glory campaign. One player must have an Idoneth Deepkin warband, and their opponent must have a warband of Seafarers that doesn’t include any Idoneth Deepkin.

THE BATTLEFIELD
This battle takes place upon a large ship and in the surrounding sea. The map below shows which part of the battlefield represents the ship, and which represents the sea.You may wish to mark the sides of the ship with tape or string. Use any suitable models from your collection to represent features that are on the deck of the ship.

In this battle, only IDONETH DEEPKIN models and models that can fly are allowed to move onto or across the sea – anybody else that does so drowns and is slain.

SET-UP
Do not use the set-up instructions on the Warhammer Age of Sigmar rules sheet. Instead, the Seafarer player’s warband is set up first. Models in their warband must be set up wholly on the ship.

The Idoneth Deepkin player sets up their warband second. Models in the their warband must be set up wholly in the sea.

FIRST TURN
Once both warbands have been set up, roll a dice. On a 1-2 the Seafarer player has the first turn in the first battle round. On a 3+, the Idoneth Deepkin player has the first turn in the first battle round.

DIVING DOWN
At the start of their hero phase, the Idoneth Deepkin player can declare that any friendly units that are wholly in the sea are going to dive beneath the waves.Remove any units that do so from the battlefield. They must resurface at the end of that turn’s movement phase, wholly in the sea and more than 9" from any enemy models.

BOARDING THE SHIP
Models that are in the sea can only attack models that are on the ship with missile weapons and spells. By the same token, models that are on the ship can only attack models that are in the sea with missile weapons and spells.

IDONETH DEEPKIN models that start any sort of move in the sea are allowed to board the ship when they move. However, you must subtract 1 from the hit rolls of melee weapons used by models that boarded the ship in the same turn.

VICTORY
This battle is fought to control two objectives. These are located at the centre of the ship, roughly where its masts would be located, as shown on the map. The objectives can be represented by suitable markers, such as coins. When measuring distances to objectives, measure to and from the centre of the marker.

At the end of each turn, you must check to see which player controls the objectives. A player gains control of an objective if more of their models are within 3" of that objective than models belonging to their opponent. Once a player controls an objective, it remains under their control until their opponent is able to gain control of it as described above.A unit’s models can only be counted towards gaining control of one objective per turn. If a model could be counted towards more than one objective, its player must pick which one the model is counted towards that turn.

The game ends at the end of the fifth battle round. The Idoneth Deepkin player wins a major victory if they are in control of both objectives, and the Seafarer player wins a major victory if the Idoneth Deepkin player controls neither objective. Any other result is a draw.



Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Idoneth Deepkin Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Akhelian King3 units
Isharann Tidecaster4 units
Isharann Soulscryer4 units
RETINUE FOLLOWERS TABLE
D6Followers
1-410 Namarti Thralls
5-610 Namarti Reavers
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-23 Akhelian Morrsarr Guard
3-43 Akhelian Ishlaen Guard
5-61 Akhelian Allopex
HERO FOLLOWERS TABLE
D6Followers
1-61 Soulrender
MONSTER TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-61 Akhelian Leviadon

Followers Rewards Table

D6REWARD
1

Bodyguard

Add 1 to the Attacks characteristic of melee weapons from this unit while the unit is wholly within 9" of your champion.

2

Deadly

Re-roll hit rolls of 1 for this unit in the combat phase.

3

Cruel

Re-roll wound rolls of 1 for this unit in the combat phase.

4

Swift

Add 2" to this unit’s Move characteristic.

5

Resilient

Re-roll save rolls of 1 for this unit.

6

Veterans

You can re-roll one failed hit, wound or save roll for this unit each turn.


Champion Rewards Table

2D6REWARD
2

Legacy of Slaanesh

You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.

3

Hungry for Souls

Roll a dice for your champion in each of their hero phases. On a roll of 5 or 6, they are overcome by an uncontrollable desire to reap as many souls as possible – your champion can run and charge in this turn, and you can re-roll hit and wound rolls of 1 for them until your next hero phase. However, your champion must finish any moves that they make closer to the nearest enemy model than they were at the start of the move.

4

Sea Guardians

Once per battle, in the combat phase, your champion can call down a shoal of ethereal spirit guardians to harry the foe. If they do so, for that combat phase, subtract 1 from the hit rolls of enemy models within 6" of your champion.

5

Master-crafted Weapon

Pick one weapon used by your champion (it cannot be a weapon used by a mount). Add 1 to hit rolls for that weapon.

6

Vengeful Blow

You can add 1 to the Damage characteristic of one successful attack made by your champion in each combat phase. Add D3 to the Damage characteristic instead if the target has the SLAANESH keyword.

7

Unnatural Swiftness

Add 2 to run and charge rolls you make for your champion.

8

Regal Bearing

Add 1 to the Bravery characteristic of your champion. In addition, add 1 to the Bravery characteristic of units from your warband that are wholly within 12" of your champion.

9

Extraordinary Endurance

Add 1 to your champion’s Wounds characteristic.

10

Tidal Magic

If your champion is a Tidecaster, add 1 to casting and unbinding rolls for your champion. If your champion is not a Tidecaster, pick a spell from the Lore of the Deeps; once per battle, in your hero phase, your champion can attempt to cast that spell.

11

Noble Blood

Roll a dice each time a wound or mortal wound is allocated to your champion. On a 6+, that wound is negated.

12

Lord of the Perpetual Deep

Roll a dice in your hero phase if your champion has been slain. On a 4+, your champion is reborn. Set up your champion anywhere on the battlefield that is within 1" of a Gloomtide Shipwreck and more than 6" from any enemy models. This counts as your champion’s move for the following movement phase.


13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

High Tide

The Idoneth Deepkin surge forward and fall upon the foe, smashing them with the speedand fury of gale-blown waves.

In this battle round, the strike-first effect applies to units with the Tides of Death battle trait.

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

Leader
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader

The IDONETH DEEPKIN and WIZARD keywords are used in the following Idoneth Deepkin warscrolls:

Leader

The IDONETH DEEPKIN, HERO and WIZARD keywords are used in the following Idoneth Deepkin warscrolls:

Leader
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The PRIEST keyword is used in the following Idoneth Deepkin warscrolls:

Leader

The EIDOLON keyword is used in the following Idoneth Deepkin warscrolls:

Leader

The LEVIADON keyword is used in the following Idoneth Deepkin warscrolls:

Behemoth

The WIZARD keyword is used in the following Idoneth Deepkin warscrolls:

Leader

The AKHELIAN keyword is used in the following Idoneth Deepkin warscrolls:

None
Leader
Behemoth

The NAMARTI keyword is used in the following Idoneth Deepkin warscrolls:

None
Battleline

The AKHELIAN GUARD keyword is used in the following Idoneth Deepkin warscrolls:

None
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.
8.1 Normal Move
When you pick a unit to make a normal move, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. Units cannot move within 3" of enemy units when making a normal move.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.
© Vyacheslav Maltsev 2013-2021