Idoneth Deepkin – Elathain Ill-fated

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Elathain Ill-fated

Elathain was dubbed the Ill-fated for failing to harvest the essence of Ghur’s Silent People. Yet the Soulrender remains dedicated as ever, wielding the grim tools of his trade to claim a bounty of spirits.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Talúnsickle and Soulnet
Talúnsickle and Soulnet2"33+3+-22
Envenomed Bite
Envenomed Bite3"44+4+-1

Unit Size: 1      Points: 180
Battlefield Role: Leader
Base size: 32mm
Notes: Single, Unique. Elathain Ill-fated and Elathain’s Soulraid units must be taken as a set. Although taken as a set, each is a separate unit.

Elathain Ill-fated is armed with a Taliinsickle and Soulnet.

COMPANION: This unit is accompanied by a Darktrench Eel armed with an Envenomed Bite.

Envenomed Bite: The hollow fangs of Elathain’s Darktrench Eel can inject a deadly toxin into those whose flesh they pierce.
If the unmodified hit roll for an attack made with this unit’s Envenomed Bite is 6, that attack inflicts 1 mortal wound on the target and the attack sequence ends (do not make a wound or save roll).

Lurelight: Isharann Soulrenders possess a mystical lure that is used to draw unto them the souls of slain opponents so that they can be captured. Should the Soulrender act quickly enough, the stolen essence can be repurposed to resurrect fallen Namarti mid-battle.
At the end of the battleshock phase, you can pick 1 friendly NAMARTI unit wholly within 18" of this unit and return up to D3 slain models to that unit. You can return up to 3 slain models to that unit instead if any enemy models were slain by attacks made with this unit’s Talúnsickle and Soulnet in the same turn. The same unit cannot be affected by the Lurelight ability more than once per turn.

Soulnet: A soulnet can be used to ensnare a victim, ensuring they cannot escape their doom at the hands of the Soulrender.
Once per battle, at the end of the combat phase, you can pick 1 enemy model that has a Wounds characteristic of 7 or less, does not have a mount and is within 3" of this unit, and roll 2D6. If the roll is greater than that enemy model’s Wounds characteristic, it is slain.

Gifts of the Depths: Such is the connection between the Isharann and the ethersea that they can constantly manipulate its currents to protect themselves from harm.
This unit has a ward of 5+.

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

14.2 Slain Models
Once the number of wounds allocated to a model equals its Wounds characteristic, the model is slain and you cannot allocate any more wounds to it. A slain model is removed from play (see 1.2.2) after all of the wounds caused to its unit have been allocated and all attacks that inflicted damage on the unit have been resolved.
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.

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


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


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