Idoneth Deepkin – Volturnos, High King of the Deep

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Volturnos, High King of the Deep

Volturnos is the last of the Cythai, a warrior whose cunning and prowess are legendary. Riding to battle atop Uasall, Prince of Deepmares, the High King carves a path through the foe, inspiring the Idoneth to ever greater deeds.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Astra Solus
The Astra Solus1"43+3+-23
Fangs and Talons
Fangs and Talons2"33+3+-1D3
Lashing Tails
Lashing Tails2"33+3+-2

Unit Size: 1      Points: 230
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

Volturnos, High King of the Deep is a single model. In one hand he wields the Astra Solus, while the other holds the Cealith, the High King’s Shield. He rides a mighty Deepmare, Uasall, that savages his enemies with its Fanged Jawand Talons, and batters them with its Lashing Tails.

WARMASTER: If this unit is included in an Idoneth Deepkin army, it is treated as a general even if it is not the model picked to be the army’s general.

FLY: This unit can fly.

MOUNT: This unit’s Deepmare, Uasall, is armed with Fangs and Talons, and Lashing Tails.

Cealith, the High King’s Shield: Cealith is said to have been crafted by Teclis himself. However it was created, the mystical aura it projects guards the bearer against malign magics.
Each time this unit is affected by a spell or the abilities of an endless spell, you can roll a dice. On a 3+, ignore the effect of that spell or the effects of that endless spell’s abilities on this unit.

First Among Akhelians: Volturnos is the greatest Akhelian King to have ever lived. His supreme skill and vast experience serve as an inspiration to all members of the Idoneth’s warrior caste.
Add 1 to hit rolls for attacks made with melee weapons by friendly AKHELIAN units (excluding mounts) wholly within 12" of this unit.

Deepmare Horn: Every Deepmare has a spiral horn upon its head, which it uses to gore the foe when it charges into combat.
After this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that enemy unit suffers D3 mortal wounds.

Supreme Lord of Tides: At the High King’s command, his warriors will attack with unrelenting fury if the tide is high.
Once per battle, at the start of the combat phase, you can pick up to 3 different friendly IDONETH DEEPKIN units that are affected by the High Tide ability from the Tides of Death table and are wholly within 12" of this unit. Add 1 to the Attacks characteristic of melee weapons used by the units you picked until the end of that phase.

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.
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.

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

1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.

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


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

© Vyacheslav Maltsev 2013-2024