Idoneth Deepkin – Akhelian Ishlaen Guard
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14"
4
4+
6
WARSCROLL

Akhelian Ishlaen Guard

In a slithering serpentine rush, the Akhelian Ishlaen Guardspeed across the battlefield to crash headlong into the foe. While the Fangmora Eels lash out with their tails and rip apart the foe with their wicked bites, the riders rain down a flurry of blows with their flashing blades. A helsabre can channel the eel’s electric blast into the rider’s galv-shield, allowing it to better deflect enemy blows.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Helsabre
Helsabre1"33+3+-1
Fangmora’s Fanged Maw
Fangmora’s Fanged Maw1"13+3+-D3
Fangmora’s Lashing Tail
Fangmora’s Lashing Tail2"D33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 155
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an AKHELIAN HERO

DESCRIPTION

A unit of Akhelian Ishlaen Guard has 3 or more models. The riders fight with Helsabres in one hand and carry shields with the other. They ride serpentine Fangmora Eels that bite at their enemies with Fanged Maws and batter them with their Lashing Tails.

COMMAND GROUP: This unit can led by a Lochian Prince, and can have any number of standard bearers and musicians. Add 1 to the Attacks characteristic of a Lochian Prince’s Helsabre. You can re-roll battleshock tests for this unit if it includes any standard bearers, and you can re-roll charge rolls for this unit if it includes any musicians.

FLY: Akhelian Ishlaen Guard can fly.

ABILITIES

Biovoltaic Barrier: The biovoltaic energy produced by Fangmora Eels is channelled by Ishlaen Guard into a crackling luminescent energy field that protects them from harm.
Ignore the Rend characteristic of attacks against this unit when making save rolls for this unit. In addition, this unit has a Save characteristic of 3+ instead of 4+ if it made a charge move in the same turn.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, AKHELIAN, AKHELIAN GUARD, ISHLAEN GUARD

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

Leader
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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.
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.
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.

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

None
Leader
Behemoth

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

None
© Vyacheslav Maltsev 2013-2021