Idoneth Deepkin – Akhelian Allopexes

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Akhelian Allopexes

Allopexes are vicious predators of the deep, known for their voracious appetites. As Akhelian bond-beasts, they are more dangerous still, boasting scythed fins and deadly back-mounted harpoon launchers. Even the bravest - fear these finned menaces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razorshell Harpoon Launcher
Razorshell Harpoon Launcher24"43+3+-1D3
Retarius Net Launcher
Retarius Net Launcher18"13+3+-3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Hooks and Blades
Barbed Hooks and Blades1"63+3+-11
Ferocious Bite
Ferocious Bite1"33+3+-22

Unit Size: 1      Points: 150
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline in a Fuethán army.

Each model in an Akhelian Allopexes unit is armed with 1 of the following weapon options: Razorshell Harpoon Launcher, Barbed Hooks and Blades; or Retarius Net Launcher, Barbed Hooks and Blades. All models in the unit must be armed with the same weapon option.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Akhelian Corps

FLY: This unit can fly.

MOUNT: This unit’s Allopexes are each armed with a Ferocious Bite.

CHAMPION: If this unit has 2 or more models, 1 model in this unit can be an Alpha Allopex. Add 1 to hit rolls for attacks made with that model’s melee weapons.

Bloodthirsty Predators: Allopexes are drawn towards the scent of freshly spilt blood.
Add 1 to the Attacks characteristic of this unit’s Ferocious Bites if it is within 6" of any enemy models that have any wounds or mortal wounds allocated to them or if it is within 6" of any enemy units that have had any models slain in that turn.

Entangled: A Retarius net entangles its victims even if it does not tear them to shreds right away.
If an attack made with this unit’s Retarius Net Launchers scores a hit, the target unit cannot make pile-in moves in that turn.

A Merciless Shiver: Allopexes attack in coordinated waves in order to overwhelm their foe.
If this unit has 2 or more models, it is coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1".

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.

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

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.
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.
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.
1.3.3 Unit Coherency
Units must be set up and finish every move as a single coherent group. A unit with 2 to 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 1 other model in the unit. A unit with more than 6 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 2 other models in the unit. If a friendly unit is not coherent at the end of a turn or after you set it up, you must remove models in the unit from play, one at a time, until it is coherent.

Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group.

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

© Vyacheslav Maltsev 2013-2024