Idoneth Deepkin – Eidolon of Mathlann, Aspect of the Storm

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12"
12
3+
10
WARSCROLL

Eidolon of Mathlann, Aspect of the Storm

In its aspect of the storm, an Eidolon of Mathlann is the vengeance of the Idoneth made manifest, a living tempest that surges upwards before crashing upon the foe with tidal-wave force.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spear of Repressed Fury
Spear of Repressed Fury2"43+2+-22
Crulhook
Crulhook1"43+2+-12
Sharp Fangs
Sharp Fangs3"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Leader
Base size: 100mm
Notes: Single

An Eidolon of Mathlann, Aspect of the Storm, is armed with a Spear of Repressed Fury and a Crulhook.

COMPANION: This unit is accompanied by a Stormshoal that attacks with its Sharp Fangs.

FLY: This unit can fly.

Stormshoal: The ethereal sea-creatures that swirl and dart around an Eidolon harry attackers, intercepting their blows and spoiling their aim.
This unit has a ward of 5+.

Crashing Upon the Foe: The Eidolon surges up into the sky before crashing down like a tidal wave, reforming to dive again and again until nothing is left of the enemy but soulless corpses.
You can heal up to D3 wounds allocated to this unit after it makes a charge move.

Add 1 to the Attacks and Damage characteristics of this unit’s Spear of Repressed Fury if it made a charge move in the same turn.

This unit can retreat and still charge in the same turn.

Drench with Hate: The mere presence of an Eidolon in its warrior aspect is enough to imbue nearby Idoneth with a fierce and bitter hate.
Add 1 to wound rolls for attacks made with melee weapons by friendly IDONETH DEEPKIN units (excluding mounts) that are wholly within 12" of any friendly units with this ability.

Pulled Into the Depths: The viciously barbed Crulhook can ensnare unfortunate foes.
At the start of the combat phase, you can pick 1 enemy HERO with a Wounds characteristic of 8 or less that is within 3" of this unit. Add 1 to hit and wound rolls for attacks made by this unit that target that HERO in that phase.

KEYWORDS
ORDER, IDONETH DEEPKIN, AELF, HERO, TOTEM, EIDOLON, ASPECT OF THE STORM
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.
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.
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

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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.
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).

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

Leader
Behemoth
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.
14.4 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.

The EIDOLON keyword is 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.
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. Units cannot retreat if they are not within 3" of an enemy unit.
© Vyacheslav Maltsev 2013-2024