Idoneth Deepkin – Cyreni of the Abyss

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Cyreni of the Abyss

A true master of the abyss, Cyreni leads her guards through the most inhospitable of places in search of precious soulstuff. She wields the power of a Tidecaster with crushing pressure and an icy chill, having trained in the art of soulmagic in Ulgu’s depths.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cyreni’s Staff
Cyreni’s Staff1"34+3+-12

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Cyreni of the Abyss and Cyreni’s Razors units must be taken as a set. Although taken as a set, each is a separate unit.

Cyreni of the Abyss is armed with Cyreni's Staff.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Momentary Vortex: Slamming her staff into the ground, Cyreni calls upon her control of the seas to create a swirling vortex that encompasses the enemy.
Once per battle, at the start of your opponent’s charge phase, you can say that Cyreni will attempt to summon a vortex. If you do so, pick 1 enemy unit within 12" of this unit and roll a dice. On a 4+, roll 1 fewer dice when making a charge roll for that unit in this phase, to a minimum of 1 dice.

Tide of Steeds: With a word and gesture, Cyreni summons an elemental tide that surges across the battlefield, bearing her and her companions aloft.
Tide of Steeds is a spell that has a casting value of 6 and a range of 12". If successfully cast, you can pick 1 friendly CYRENI’S RAZORS unit wholly within range and visible to the caster. First, remove this unit from the battlefield, and set it up again on the battlefield more than 9" from all enemy units. Then, if you picked a friendly CYRENI’S RAZORS unit, remove that unit from the battlefield and set it up again on the battlefield within 1" of this unit and more than 9" from all enemy units. Units set up using this ability cannot move in the next movement phase.


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


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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.
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.
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.

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


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

© Vyacheslav Maltsev 2013-2024