Idoneth Deepkin – Volturnos, High King of the Deep
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14"
8
3+
8
WARSCROLL

Volturnos, High King of the Deep

High King Volturnos is a living legend, a warrior whose life of heroic deeds has spanned the ages. Riding to battle atop Uasall, a prince amongst Deepmares, the High King’s presence upon the battlefield inspires not only the Ionrach enclave, but all Idoneth Deepkin. With his sword, the Astra Solus or ‘blade of light’, Volturnos can cleave through any foe as he leads the Idoneth to victory.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Astra Solus
The Astra Solus1"53+3+-1D3
Uasall’s Fanged Jaw and Talons
Uasall’s Fanged Jaw and Talons2"33+3+-11
Uasall’s Lashing Tails
Uasall’s Lashing Tails2"33+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 260
Battlefield Role: Leader
Base size: 60mm
Notes: Single, Unique

DESCRIPTION

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.

FLY: Volturnos, High King of the Deep can fly.

ABILITIES

The Astra Solus: When swung, the Astra Solus leaves behind a scything blaze of light that pierces metals, sea monster scales and flesh with equal ease.
If a hit roll for the Astra Solus is 6+, that attack has a Rend characteristic of -5 instead of -1.

The Crest of the High Kings: Volturnos rides to battle wearing the Crest of the High Kings, a majestic backbanner that reflects the inspirational importance of the High King to the Idoneth.
Add 1 to the Bravery characteristic of friendly IDONETH DEEPKIN units while they are wholly within 18" of this model.

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.
You can roll a dice if this model is affected by a spell. If you do so, on a 3+ the spell has no effect on this model (other units will be affected by the spell normally).

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.
Re-roll hit rolls of 1 for friendly AKHELIAN units while they are wholly within 18" of this model.

Deepmare Horn: Every Deepmare has a spiral horn upon its head, which it uses to gore the foe when it charges into combat.
Roll a dice if this model ends a charge move within 1" of any enemy units. On a 2+, the nearest enemy unit suffers D3 mortal wounds.

COMMAND ABILITIES

Supreme Lord of Tides: At the High King’s command his warriors will attack with unrelenting fury if the tide is high.
You can use this command ability if a friendly VOLTURNOS is on the battlefield and the High Tide ability from the Tides of Death table applies for the battle round. If you do so, pick up to 3 different friendly IDONETH DEEPKIN units wholly within 18" of that friendly VOLTURNOS. Add 1 to the Attacks characteristic of melee weapons used by those units until your next hero phase.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, AKHELIAN, HERO, AKHELIAN KING, VOLTURNOS
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.
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.
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 AKHELIAN keyword is used in the following Idoneth Deepkin warscrolls:

None
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.
14.5 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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

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

Leader

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

None
Leader
Behemoth

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

Leader
© Vyacheslav Maltsev 2013-2021