Idoneth Deepkin – Akhelian Leviadon
This warscroll does not meet the selection criteria (see Settings tab).
10"
16
6
WARSCROLL

Akhelian Leviadon

A monstrous undersea titan, the Leviadon is covered in thick scales and protected by an impenetrable shell. In addition to its powerful jaws and bladed fins, it carries a hard-bitten crew and twin harpoon launchers, making it a veritable living fortress.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razorshell Harpoon Launchers
Razorshell Harpoon Launchers24"83+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Twin-pronged Spear and Razorshell Harpoons
Twin-pronged Spear and Razorshell Harpoons1"63+3+-1
Massive Scythed Fins
Massive Scythed Fins2"42+3+-1
Crushing Jaws
Crushing Jaws1"22+-23
DAMAGE
Wounds SufferedSaveMassive Scythed FinsCrushing Jaws
0-82+42+
9-113+33+
12-144+24+
15+5+15+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

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

DESCRIPTION

An Akhelian Leviadon is a single model armed with Razorshell Harpoon Launchers, a Twin-pronged Spear and Razorshell Harpoons, Massive Scythed Fins and Crushing Jaws.

FLY: This model can fly.

ABILITIES

Crushing Charge: When a Leviadon charges into battle, it crushes the foe with its sheer mass.
Roll a dice for each enemy unit within 1" of this model after this model finishes a charge move. On a 2+, that enemy unit suffers D3 mortal wounds. If that enemy unit has a Wounds characteristic of 1, it suffers D6 mortal wounds instead of D3 mortal wounds.

Jaws of Death: When a Leviadon is able to clamp its jaws down firmly upon its prey, they are almost impossible to prise open.
If the unmodified hit roll for an attack made with this model’s Crushing Jaws is 6, that attack inflicts 3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll). If the unmodified hit roll for an attack made with this model’s Crushing Jaws is 6 and the target is a MONSTER, that attack inflicts 6 mortal wounds on the target instead of 3 and the attack sequence ends (do not make a wound or save roll).

Void Drum: A void drummer rides on the back of every Akhelian Leviadon. The mesmerising rhythm that they beat out sends rippling currents through the air, distorting the outlines of the drummer’s comrades and making them hard to see, while at the same time making the foe easier for Namarti warriors to detect.
Add 1 to save rolls for attacks that target friendly IDONETH DEEPKIN units that have a Wounds characteristic of 8 or less that are wholly within 12" of any friendly LEVIADONS. In addition, add 1 to hit rolls for attacks made by friendly NAMARTI units that target an enemy unit wholly within 12" of any friendly LEVIADONS.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, MONSTER, AKHELIAN, LEVIADON
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.
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.
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.
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.
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).
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 LEVIADON keyword is used in the following Idoneth Deepkin warscrolls:

Behemoth
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.

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

None
Battleline

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

Behemoth
• Merwyrm

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

None
Leader
Behemoth
© Vyacheslav Maltsev 2013-2021