Idoneth Deepkin – Warscrolls

None


14"
4
4+
6
WARSCROLL

Akhelian Ishlaen Guard

In a slithering serpentine rush, the Akhelian Ishlaen Guardspeed across the battlefield to crash headlong into the foe. While the Fangmora Eels lash out with their tails and rip apart the foe with their wicked bites, the riders rain down a flurry of blows with their flashing blades. A helsabre can channel the eel’s electric blast into the rider’s galv-shield, allowing it to better deflect enemy blows.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Helsabre
Helsabre1"33+3+-1
Fangmora’s Fanged Maw
Fangmora’s Fanged Maw1"13+3+-D3
Fangmora’s Lashing Tail
Fangmora’s Lashing Tail2"D33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 155
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an AKHELIAN HERO

DESCRIPTION

A unit of Akhelian Ishlaen Guard has 3 or more models. The riders fight with Helsabres in one hand and carry shields with the other. They ride serpentine Fangmora Eels that bite at their enemies with Fanged Maws and batter them with their Lashing Tails.

COMMAND GROUP: This unit can led by a Lochian Prince, and can have any number of standard bearers and musicians. Add 1 to the Attacks characteristic of a Lochian Prince’s Helsabre. You can re-roll battleshock tests for this unit if it includes any standard bearers, and you can re-roll charge rolls for this unit if it includes any musicians.

FLY: Akhelian Ishlaen Guard can fly.

ABILITIES

Biovoltaic Barrier: The biovoltaic energy produced by Fangmora Eels is channelled by Ishlaen Guard into a crackling luminescent energy field that protects them from harm.
Ignore the Rend characteristic of attacks against this unit when making save rolls for this unit. In addition, this unit has a Save characteristic of 3+ instead of 4+ if it made a charge move in the same turn.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, AKHELIAN, AKHELIAN GUARD, ISHLAEN GUARD


14"
4
4+
6
WARSCROLL

Akhelian Morrsarr Guard

Swift and hard-hitting, the Akhelian Morrsarr Guard are aggressive fast cavalry. In a blurring streak, they are upon the foe. Backed by the speed of the Fangmora Eel, the lowered voltspears of the Akhelians strike with lethal impact. Additionally the voltspears allow the Akhelians to build up and release the electrical charge generated by the Fangmora Eel in a deadly biovoltaic blast.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Voltspear
Voltspear2"23+3+-1
Fangmora’s Fanged Maw
Fangmora’s Fanged Maw1"13+3+-D3
Fangmora’s Lashing Tail
Fangmora’s Lashing Tail2"D33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 195
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an AKHELIAN HERO

DESCRIPTION

A unit of Akhelian Morrsarr Guard has 3 or more models. The riders fight with voltspears in one hand and carry shields with the other. They ride serpentine Fangmora Eels that bite at their enemies with Fanged Maws and batter them with their Lashing Tails.

COMMAND GROUP: This unit can be led by a Lochian Prince, and can have any number of standard bearers and musicians. Add 1 to the Attacks characteristic of a Lochian Prince’s Voltspear. You can re-roll battleshock tests for this unit if it includes any standard bearers, and you can re-roll charge rolls for this unit if it includes any musicians.

FLY: Akhelian Morrsarr Guard can fly.

ABILITIES

Biovoltaic Blast: Biovoltaic energy produced by Fangmora Eels is stored by their riders, ready to be discharged as a bolt of energy when the time is right.
Once per battle, at the start of a combat phase, you can say that this unit will unleash the biovoltaic energy stored in its voltspears. If you do so, roll 1 dice for each model in this unit. For each 3+, pick an enemy unit within 3" of this unit. That unit suffers 1 mortal wound. For each 6+, the unit that is picked suffers D3 mortal wounds instead.

Wave Riders: When these warriors charge the foe, their spears hit with the power of a crashing wave.
This unit’s voltspears have a Rend characteristic of -2 and a Damage characteristic of 2 if this unit made a charge move earlier in the same turn.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, AKHELIAN, AKHELIAN GUARD, MORRSARR GUARD


8"
1
5+
6
WARSCROLL

Namarti Reavers

Namarti Reavers are the fast-moving scouts and archers of the Idoneth Deepkin phalanxes. Armed with silent-firing whisperbows they harry foes from afar or advance closer to send out a deadly volley of arrows. Despite their eerie and disturbing lack of eyes the Namarti Reaversare uncannily accurate, using senses other than sight to pinpoint their targets.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Whisperbow: Aimed Fire
Whisperbow: Aimed Fire18"14+4+-1
Whisperbow: Storm Fire
Whisperbow: Storm Fire9"34+4+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Keening Blade
Keening Blade1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 115
Battlefield Role: None
Base size: 32mm
Notes: Battleline if general is an ISHARANN HERO

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alliance of Wood and Sea
 • Namarti Corps

DESCRIPTION

A unit of Namarti Reavers has 10 or more models. They are armed with Whisperbows and Keening Blades.

ICON BEARER: 1 in every 10 models in this unit can be an Icon Bearer. You can re-roll battleshock tests for a unit of Namarti Reavers that includes any icon bearers. In addition, add 1 to the Attacks characteristic of an icon bearer’s Keening Blade.

ABILITIES

Swift Tide: Namarti Reavers flow swiftly across the battlefield, striking out ahead of the rest of the army to weaken the foe before battle is fully joined.
You can re-roll run rolls for this unit.

Fluid Firing Style: A Namarti Reaver can either fire carefully aimed shots from their whisperbow, or unleash a volley of shots one after the other.
Before attacking with a Whisperbow, choose either the Aimed Fire or Storm Fire missile weapon characteristics for that shooting attack.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, NAMARTI, REAVERS


14"
8
4+
6
WARSCROLL

Akhelian Allopexes

Allopexes are vicious predators of the deep known for their voracious appetites and savage blood-frenzies. As Akhelian bond-beasts they are more dangerous still, boasting scythed fins and deadly back-mounted harpoon launchers.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razorshell Harpoon Launcher
Razorshell Harpoon Launcher24"43+3+-11
Retarius Net Launcher
Retarius Net Launcher18"13+3+-3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Hooks and Blades
Barbed Hooks and Blades1"63+3+-1
Ferocious Bite
Ferocious Bite1"33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: None
Base size: 90 x 52mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Akhelian Corps
 • Alliance of Wood and Sea
 • The Bloodsurf Hunt

DESCRIPTION

A unit of Akhelian Allopexes has any number of models. Each model in the unit is armed with 1 of the following weapon options: Razorshell Harpoon Launcher, Barbed Hooks and Blades, and Ferocious Bite; or Retarius Net Launcher, Barbed Hooks and Blades, and Ferocious Bite.

FLY: This unit can fly.

ABILITIES

Bloodthirsty Predators: Allopexes are drawn towards the scent of freshly spilt blood.
Add 1 to the Attacks characteristic of this unit’s Ferocious Bites if it is within 3" of any enemy models that have any wounds allocated to them or it is within 3" of any enemy units that have had any models slain in that turn.

Entangled: A Retarius net entangles its victims even if it does not tear them to shreds right away.
A unit that has been hit by any attacks made with a Retarius Net Launcher cannot make pile-in moves in the same turn.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, AKHELIAN, ALLOPEX


6"
1
5+
6
WARSCROLL

Elathain’s Soulraid

Elathain’s companions are a disparate sort, the Akhelian knight Fuirann battling alongside the Namarti Tammael and the enchanted bond-beasts Duinclaw and Spinefin. Together, however, they fight as one to claim the souls needed for the survival of the Idoneth.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Riptide Harpoon
Riptide Harpoon9"13+3+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Helsabre
Helsabre1"33+3+-1
Riptide Harpoon
Riptide Harpoon2"13+3+-2
Crushing Claws
Crushing Claws1"24+2+-11
Nasty Bite
Nasty Bite1"43+5+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 145
Battlefield Role: None
Notes: Single, Unique. Elathain Ill-fated and Elathain’s Soulraid must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Elathain’s Soulraid is a unit that has 4 models. Fuirann is armed with a Helsabre and Shield; Tammael is armed with a Riptide Harpoon; Duinclaw is armed with Crushing Claws; and Spinefin is armed with a Nasty Bite.

ABILITIES

Fuirann’s Shield: Fuirann expertly defends herself with the ornate shield she carries on her left arm.
Roll a dice each time you allocate a wound or mortal wound to Fuirann. On a 6, that wound or mortal wound is negated.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, IONRACH, ELATHAIN’S SOULRAID


Battleline


6"
1
5+
6
WARSCROLL

Namarti Thralls

The core infantry of the Idoneth Deepkin, the Namarti Thralls advance into battle brandishing an array of vast two-handed weapons known as lanmari blades. Despite the Namarti’s blindness and the heft of their blades, they spin, whirl and chop with aelven grace. The warriors are equally adept at engaging enemy monsters as they are at attacking massed ranks.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lanmari Blade
Lanmari Blade1"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 120
Battlefield Role: Battleline
Base size: 32mm

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alliance of Wood and Sea
 • Namarti Corps

DESCRIPTION

A unit of Namarti Thralls has 10 or more models. They are armed with an array of double-handed Lanmari Blades.

ICON BEARER: 1 in every 10 models in this unit can be an Icon Bearer. You can re-roll battleshock tests for a unit of Namarti Thralls that includes any icon bearers. In addition, add 1 to the Attacks characteristic of an icon bearer’s Lanmari Blade.

ABILITIES

Sweeping Blows: Lanmari Blades can cut through opponents like an Allopex cuts through a shoal of Scryfish,or can be used to inflict grievous wounds on larger enemies.
Add 1 to the Attacks characteristic of a Lanmari Blade if all of the attacks made with the weapon target enemy models with a Wounds characteristic of 1. Add 1 to the Damage characteristic instead if all of the attacks made with the weapon target enemy models with a Wounds characteristic of 4 or more.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, NAMARTI, THRALLS


Leader


14"
7
3+
8
WARSCROLL

Akhelian King

The Akhelian Kings are the military leaders of the Idoneth Deepkin. Atop a quick-moving Deepmare mount the king directs the aelven phalanxes, using tactical knowledge gleaned from a long life of raids and war. More than just an inspiring presence, an Akhelian King is a peerless blade master who is only too willing to fight from the front or lead the Idoneth charge.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bladed Polearm
Bladed Polearm2"33+3+-2D3
Greatsword
Greatsword1"43+3+-1D3
Falchion
Falchion1"33+4+-1
Deepmare’s Fanged Jaw and Talons
Deepmare’s Fanged Jaw and Talons2"33+3+-11
Deepmare’s Lashing Tails
Deepmare’s Lashing Tails2"33+3+-2
PITCHED BATTLE PROFILE

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

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • The Bloodsurf Hunt

DESCRIPTION

An Akhelian King is a single model. In one hand they wield either a Bladed Polearm or Greatsword, and they hold a King’s Shield in the other. A light Falchion is strapped to their back, which they can use instead of their King’s Shield. Each rides a mighty Deepmare that savages the King’s enemies with its Fanged Jawand Talons, and batters them with its Lashing Tails.

FLY: Akhelian Kings can fly.

ABILITIES

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.

Akhelian Paragon: Each Akhelian King is a shining example of his caste, a master of battle which all other Akhelians strive to emulate in battle.
Re-roll hit rolls of 1 for friendly AKHELIAN units while they are wholly within 12" of this model.

Storm of Blows: Sometimes an Akhelian King will shoulder their shield and instead use their falchion to attack the foe.
At the start of the combat phase, you can say that this model will draw their Falchion. If you do so, subtract 1 from save rolls for this model in that combat phase, but this model can attack with its Falchion in that combat phase. If you do not do so, this model cannot attack with its Falchion in that combat phase.

Wave Rider: When an Akhelian King charges the foe, their rhomphaia hits with the power of a crashing wave.
In the combat phase, this model’s Bladed Polearm has a Damage characteristic of 3 if the model made a charge move in the same turn.

COMMAND ABILITIES

Lordof Tides: At the King’s command his warriors will attack with unrelenting fury if the tide is high.
You can use this command ability if this model is your general and the High Tide ability from the Tides of Death table applies for the battle round. If you do so, pick a friendly IDONETH DEEPKIN unit wholly within 12" of your general. Add 1 to the Attacks characteristic of melee weapons used by that unit until your next hero phase.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, HERO, AKHELIAN, AKHELIAN KING


6"
5
4+
8
WARSCROLL

Isharann Soulrender

The most combative of the Isharann are the Soulrenders.They are the takers of souls, reapers who claim the life-spirits of the dead. Eerie figures, Soulrenders bear scythe-like talúnhooks and are bathed in the fey glow of their helm-mounted lurelight. In battle their mystic powers allow them to use their collected souls in order to revive Namarti fallen.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Talúnhook
Talúnhook2"23+3+-12
Rakerdart’s Serrated Bill
Rakerdart’s Serrated Bill3"D33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 90
Battlefield Role: Leader
Base size: 40mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Namarti Corps

DESCRIPTION

An Isharann Soulrender is a single model. They wield a fellTalúnhook that rips flesh from the bones of its target. Every Isharann Soulrender is accompanied by a Rakerdart – an ethereal manifestation of one of the hunting creatures from their undersea domain – which strikes at the Soulrender’s enemies with its Serrated Bill.

ABILITIES

Lurelight: Isharann Soulrenders possess a mystical lure that is used to draw the souls of slain opponents to the Soulrender so that they can be captured and imprisoned. The captive souls can be used to resurrect the bodies of fallen Namarti, allowing them to do battle once more.
At the end of your battleshock phase, pick a friendly NAMARTI unit wholly within 12" of this model and roll a D3. Return a number of slain models to the unit you picked up to the value of the roll. Add 1 to the D3 roll for each enemy model that was slain by damage caused by this model’s Talúnhook in the combat phase of the same turn.

Hangman’s Knot: The rope-catch on a Talúnhook can be used to ensnare a victim, ensuring that neither they nor their soul can escape.
At the start of the combat phase, pick an enemy HERO that is within 3" of this model and roll a dice. Subtract 2 from the dice roll if the enemy HERO is a MONSTER. On a 4+, you can re-roll failed hit rolls for this model’s Talúnhook for attacks that target that enemy HERO in that combat phase.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, ISHARANN, HERO, SOULRENDER


6"
5
6+
7
WARSCROLL

Isharann Soulscryer

Soulscryers work their strange magics to navigate through the utter dark of the deep places. They can find hidden paths through the shifting ethersea, leading Idoneth Deepkin troops to emerge from unexpected quarters.Their eldritch ability allows them to see souls and to light up enemy units so they shine like beacons in the fog to the rest of the Idoneth army, making the foes easy prey.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Scryfish Shoal
Scryfish Shoal18"85+5+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Finger-claw
Finger-claw1"33+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Royal Council

DESCRIPTION

An Isharann Soulscryer is a single model. They fight with a deadly-sharp Finger-claw that can slice through flesh. Every Isharann Soulscryer is accompanied by an ethereal manifestation of a shoal of Scryfish that can be directed by the Soulscryer to attack even distant foes.

ABILITIES

Finder ofWays: Soulscryers are the Idoneth’s navigators, helping them divine a path through the ethersea that will reach any destination.
Instead of setting up this unit on the battlefield, you can place it to one side and say that it is set up travelling the ethersea. If you do so, when you would set up another friendly IDONETH DEEPKIN unit, instead of setting up the unit, you can say that it is joining this model in the ethersea. Up to 2 units can join this model in this way. At the end of any of your movement phases, you can set up this model wholly within 6"of the edge of the battlefield and more than 9" from any enemy models; then set up any units that joined this model wholly within 6" of the edge of the battlefield, wholly within 12" of this model, and more than 9" from any enemy models.

Seeker of Souls: Isharann Soulscryers can literally see souls,and can direct their kin towards the incandescent flare of a living being’s animus.
At the start of your charge phase, you can pick one enemy unit within 24" of this model that is visible to them. If you do so, you must add 3 to charge rolls for friendly IDONETH DEEPKIN units that are within 12" of that unit. However, the first model to be moved from each unit that receives this modifier must finish their charge move within ½"of that unit or their charge will fail.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, ISHARANN, HERO, PRIEST, SOULSCRYER


6"
5
6+
7
WARSCROLL

Isharann Tidecaster

Summoners of the phantasmal seas and masters of the arcane energies of the deeps, Isharann Tidecasters are the most potent of Idoneth Deepkin battle wizards. Theirs is the magic of the crushing depths and of the endless abyss of ultimate repression. Tidecasters use their skills to soak foes with surging waves of fear or to drown them beneath the surging tides of the ethersea.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pelagic Staff
Pelagic Staff1"23+3+-D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 105
Battlefield Role: Leader
Base size: 32mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Alliance of Wood and Sea
 • Royal Council

DESCRIPTION

An Isharann Tidecaster is a single model. They smite their foes with sweeping blows of their Pelagic Staff.

ABILITIES

Spirit Guardians: Isharann Tidecasters are protected from harm by an ethereal manifestation of creatures from their undersea domains.
The first wound allocated to this model each turn is negated.

The Wide Ethersea: Isharann Tidecasters are the Idoneth’s main practitioners of the arcane arts. It is they who command the tidal magic that surrounds an Idoneth army.
If this model is the general of your army, at the start of the first battle round you can declare that the Tides of Death table will be reversed. If you do so, the Ebb Tide ability is used in the first battle round, the High Tide ability is used in the second battle round, the Flood Tide ability is used in the third battle round, and the Low Tide ability is used in the fourth battle round. Then the four Tides of Death steps are repeated in reverse order, starting with Ebb Tide.

MAGIC

An Isharann Tidecaster is a WIZARD. They can attempt to cast one spell in your hero phase, and attempt to unbind one spell in the enemy hero phase. They know the Arcane Bolt, Mystic Shield and Riptide spells.

Riptide: The Tidecaster stares fixedly at their foes.The victim struggles for breath, drowning in clear air.
Riptide has a casting value of 7. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. Until your next hero phase, subtract 1 from hit rolls for that unit. In addition, at the start of your next hero phase the unit suffers D3 mortal wounds.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, ISHARANN, HERO, WIZARD, TIDECASTER


6"
5
6+
7
WARSCROLL

Lotann, Warden of the Soul Ledgers

Named the Warden of the Soul Ledgers, Lotann marches to war with every Idoneth enclave, not only his own Ionrach. So great is his willpower, so vast is his desire to collect souls, that it manifests itself in the ethersea. This mystic cloud inspires all Idoneth Deepkin, but especially Namarti, who will fight with renewed vigour in Lotann’s presence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bone Quill
Bone Quill1"13+5+-1
Ochtar’s Cudgel
Ochtar’s Cudgel3"14+3+-12
Ochtar’s Blade
Ochtar’s Blade3"13+4+-11
Ochtar’s Tentacles
Ochtar’s Tentacles3"64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 75
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

DESCRIPTION

Lotann, Warden of the Soul Ledgers is a single model. He rarely fights, but when he must he uses his Bone Quill to stab at his foe. He is protected by his Ochtar familiar, which attacks any enemy foolish enough to approach Lotann with its Tentacles, and with the Cudgel and Blade it wields.

ABILITIES

Catalogue of Souls: The Soul Wardens tally and record the souls that are collected by Idoneth Deepkin armies. Their presence causes Idoneth Deepkin warriors to fight all the harder, so that the quota of souls the Wardens require is achieved.
Add 1 to the Bravery characteristic of friendly IDONETH DEEPKIN units while they are wholly within 12" of this model. In addition, re-roll hit rolls of 1 for friendly NAMARTI units while they are wholly within 12" of this model.

Writhing Tentacles: It is almost impossible for a foe to get past the writhing tentacles of a Soul Warden’s guardian Ochtar.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, the wound is negated.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, ISHARANN, SOULWARDEN, HERO, LOTANN


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


10"
12
3+
10
WARSCROLL

Eidolon of Mathlann, Aspect of the Sea

In its aspect of the sea, an Eidolon of Mathlann is a majestic phantom that harnesses the mystic bounty of the oceans, its magic able to lull the foe asleep, heal wounded Idoneth, or send the enemy fleeing beneath a wave of purest terror.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blasts of Abyssal Energy
Blasts of Abyssal Energy15"D33+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Psi-trident
Psi-trident2"33+3+-22
Deep-sea Sceptre
Deep-sea Sceptre1"33+3+-11
Sharp Fangs
Sharp Fangs3"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 355
Battlefield Role: Leader
Base size: 100mm
Notes: Single

DESCRIPTION

An Eidolon of Mathlann, Aspect of the Sea is a single model armed with Blasts of Abyssal Energy, a Psi-trident and a Deep-sea Sceptre.

STORMSHOAL: This model is accompanied by a Stormshoal that attacks with its Sharp Fangs. For rules purposes, it is treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

Dormant Energies: The Isharann aspect of an Eidolon of Mathlann seethes with suppressed energies that it can draw upon at need.
You can re-roll casting, dispelling and unbinding rolls for this model. If you do not re-roll any casting or dispelling rolls for this model in your hero phase, you can heal up to D3 wounds allocated to this model at the end of that phase.

Stormshoal: The ethereal sea-creatures that swirl and dart around an Eidolon harry attackers, intercepting their blows and spoiling their aim.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

Tranquillity of the Abyss: An Eidolon in its aspect of the sea radiates an aura of unnatural tranquillity, calming any fears nearby Idoneth may harbour.
Add 3 to the Bravery characteristic of friendly IDONETH DEEPKIN units while they are wholly within 18" of any friendly models with this ability.

MAGIC

This model is a WIZARD. It can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield, Cloying Sea Mists and Tsunami of Terror spells.

Cloying Sea Mists: The Eidolon brings forth cloying sea mists that heal Idoneth Deepkin and send foes into a mystic slumber from which they will never awake.
Cloying Sea Mists has a casting value of 6. If successfully cast, pick 1 friendly IDONETH DEEPKIN unit, or 1 enemy unit, within 12" of the caster and visible to them. If you picked a friendly IDONETH DEEPKIN unit, heal up to D3 wounds allocated to that unit. If you picked an enemy unit, that unit suffers D3 mortal wounds.

Tsunami of Terror: With a wave of its sceptre, the Eidolon sends forth invisible waves of fear that cause even the bravest of opponents to cower.
Tsunami of Terror has a casting value of 7. If successfully cast, pick up to D6 enemy units within 12" of the caster and visible to them. Until your next hero phase, subtract 1 from hit rolls for attacks made by those units, and subtract 1 from the Bravery characteristic of those units.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, EIDOLON, HERO, WIZARD, ASPECT OF THE SEA


12"
12
3+
10
WARSCROLL

Eidolon of Mathlann, Aspect of the Storm

In its aspect of the storm, an Eidolon of Mathlann is the vengeful wrath of slain Idoneth made manifest, an uncontrollable tempest given aelven form that surges above the battlefield before crashing down 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+-11
Sharp Fangs
Sharp Fangs3"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 330
Battlefield Role: Leader
Base size: 100mm
Notes: Single

DESCRIPTION

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

STORMSHOAL: This model is accompanied by a Stormshoal that attacks with its Sharp Fangs. For rules purposes, it is treated in the same manner as a mount.

FLY: This model can fly.

ABILITIES

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 model after it makes a charge move.

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

This model can retreat and still charge later 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 by friendly IDONETH DEEPKIN units that are wholly within 18" of any friendly models 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 model. Add 1 to hit rolls for attacks made by this model that target that HERO in that phase.

Stormshoal: The ethereal sea-creatures that swirl and dart around an Eidolon harry attackers, intercepting their blows and spoiling their aim.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+, that wound or mortal wound is negated.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, EIDOLON, HERO, ASPECT OF THE STORM


6"
5
4+
8
WARSCROLL

Elathain Ill-fated

Once a celebrated soultaker, Elathain was dubbed as cursed 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"23+3+-12
Envenomed Bite
Envenomed Bite3"44+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 145
Battlefield Role: Leader
Notes: Single, Unique. Elathain Ill-fated and Elathain’s Soulraid must be taken as a set. Although taken as a set, each is a separate unit.

DESCRIPTION

Elathain Ill-fated is a named character that is a single model. He is armed with a Talúnsickle and Soulnet.

COMPANION: Elathain is accompanied by a Darktrench Eel that attacks with its Envenomed Bite. For rules purposes, it is treated in the same manner as a mount.

ABILITIES

Soulnet: A Soulnet can be used to ensnare a victim, ensuring that they and their soul are ripe for the taking.
At the start of the combat phase, pick 1 enemy HERO within 3" of this model and roll a dice. Subtract 2 from the roll if that HERO is a MONSTER. On a 4+, you can re-roll hit rolls for attacks made with this model’s Talúnsickle and Soulnet that target that HERO in that combat phase.

Envenomed Bite: Elathain’s Darktrench Eel has fangs that drip with a deadly toxin.
If the unmodified hit roll for an attack made with an 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 capture the souls of slain opponents and resurrect fallen Namarti.
At the end of your battleshock phase, pick 1 friendly NAMARTI unit wholly within 12" of this model, or pick a friendly ELATHAIN’S SOULRAID unit in which Tammael has been slain that is wholly within 12" of this model. If you picked a NAMARTI unit, roll a D3. Add 1 to the roll for each enemy model that was slain by wounds inflicted by this model’s Talúnsickle and Soulnet in the combat phase of the same turn, then return a number of slain models to that unit up to the value of the roll. If you picked ELATHAIN’S SOULRAID, return Tammael to that unit.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, IONRACH, ISHARANN, HERO, SOULRENDER, ELATHAIN ILL-FATED


Behemoth


10"
16
6
WARSCROLL

Akhelian Leviadon

A monstrous undersea titan, the Leviadon is covered in thick scales and protected by an impenetrable shell. In addition to its powerful jaws and bladed fins, it carries a hard-bitten crew and twin harpoon launchers, making it a veritable living fortress.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razorshell Harpoon Launchers
Razorshell Harpoon Launchers24"83+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Twin-pronged Spear and Razorshell Harpoons
Twin-pronged Spear and Razorshell Harpoons1"63+3+-1
Massive Scythed Fins
Massive Scythed Fins2"42+3+-1
Crushing Jaws
Crushing Jaws1"22+-23
DAMAGE
Wounds SufferedSaveMassive Scythed FinsCrushing Jaws
0-82+42+
9-113+33+
12-144+24+
15+5+15+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 380
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

BATTALIONS

This warscroll can be used in the following warscroll battalions:
 • Akhelian Corps

DESCRIPTION

An Akhelian Leviadon is a single model armed with Razorshell Harpoon Launchers, a Twin-pronged Spear and Razorshell Harpoons, Massive Scythed Fins and Crushing Jaws.

FLY: This model can fly.

ABILITIES

Crushing Charge: When a Leviadon charges into battle, it crushes the foe with its sheer mass.
Roll a dice for each enemy unit within 1" of this model after this model finishes a charge move. On a 2+, that enemy unit suffers D3 mortal wounds. If that enemy unit has a Wounds characteristic of 1, it suffers D6 mortal wounds instead of D3 mortal wounds.

Jaws of Death: When a Leviadon is able to clamp its jaws down firmly upon its prey, they are almost impossible to prise open.
If the unmodified hit roll for an attack made with this model’s Crushing Jaws is 6, that attack inflicts 3 mortal wounds on the target and the attack sequence ends (do not make a wound or save roll). If the unmodified hit roll for an attack made with this model’s Crushing Jaws is 6 and the target is a MONSTER, that attack inflicts 6 mortal wounds on the target instead of 3 and the attack sequence ends (do not make a wound or save roll).

Void Drum: A void drummer rides on the back of every Akhelian Leviadon. The mesmerising rhythm that they beat out sends rippling currents through the air, distorting the outlines of the drummer’s comrades and making them hard to see, while at the same time making the foe easier for Namarti warriors to detect.
Add 1 to save rolls for attacks that target friendly IDONETH DEEPKIN units that have a Wounds characteristic of 8 or less that are wholly within 12" of any friendly LEVIADONS. In addition, add 1 to hit rolls for attacks made by friendly NAMARTI units that target an enemy unit wholly within 12" of any friendly LEVIADONS.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, MONSTER, AKHELIAN, LEVIADON


14
3+
10
WARSCROLL

Carmine Dragon

The Carmine Dragon is a creature saturated with the arcane power of Shyish, its claws and fangs rippling with amethyst magic. With every roar, it unleashes deadly blasts of dark energy that strip its terrified victims of their souls.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Soul-sheering Blast
Soul-sheering Blast12"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Raking Claws
Raking Claws2"4+3+-22
Amethyst Fangs
Amethyst Fangs3"33+-2D6
DAMAGE
Wounds SufferedMoveRaking ClawsAmethyst Fangs
0-616"82+
7-914"73+
10-1111"64+
12+9"55+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 475
Battlefield Role: Behemoth
Base size: 100mm
Notes: Single

DESCRIPTION

A Carmine Dragon is armed with Raking Claws, Amethyst Fangs and a Soul-sheering Blast.

FLY: This model can fly.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the ORDER keyword.

ABILITIES

Deathly Dark Scales: The Carmine Dragon’s hide is nigh-on impenetrable to all but the strongest of blows.
This model has a ward of 5+.

Soul-sheering Blast: Gouts of amethyst flame erupt from the Carmine Dragon’s open maw, sheering souls from their mortal forms and leaving bodies rendered to nothing more than a purpleglowing pile of ash.
Do not use the attack sequence for an attack made with Soul-sheering Blast. Instead, roll a dice. On a 5+, the target unit suffers D6 mortal wounds.

Spell Devourer: With the amethyst energies of the Realm of Endings coalescing through its body, the Carmine Dragon can force a magical effect to die off with a single pulse of thought.
Each time this model is affected by a spell or the ability of an endless spell, you can roll a dice. On a 4+, ignore the effects of that spell or the ability of that endless spell on this model.

KEYWORDS
ORDER, DRAGON, MONSTER, CARMINE DRAGON


14
3+
6
WARSCROLL

Dread Maw

Dread Maws are massive reptilian worms that spend most of their lives below ground, only surfacing to hunt. They use their hard rock-like coils to bind and crush their prey, and are able to tunnel through rock and soil as a fish swims through water.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Slime Spray
Slime Spray12"14+3+-2D6
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Cavernous Maw
Cavernous Maw3"33+2+D6
Writhing Coils
Writhing Coils2"4+4+-11
DAMAGE
Wounds SufferedMoveCavernous MawWrithing Coils
0-614"-33D6
7-812"-22D6
9-1010"-2D6
11+8"-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 495
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Dread Maw is armed with a Cavernous Maw, Writhing Coils and Slime Spray.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Devourer From Below: The Dread Maw’s ability to burrow through the ground means that it can emerge from any part of a battlefield without hindrance, taking its prey by surprise.
During deployment, instead of setting up this model on the battlefield, you can place it to one side and say that it is tunnelling through the earth in reserve. If you do so, at the end of your second movement phase, you must set up this model anywhere on the battlefield more than 9" from all enemy units.

Impenetrable Hide: Long exposure to the taint left behind from the Age of Chaos has made the armoured scales of Dread Maws all but impervious to harm.
This model has a ward of 5+.

Tunnel Worm: The Dread Maw grinds through rock and soil without resistance.
When this model makes a move, it can pass across terrain features and other models in the same manner as a model that can fly.

Yawning Maw: Their circular mouths studded with rows of sickle-shaped teeth, Dread Maws can swallow a fully armoured man whole.
Add 1 wound rolls for attacks made a Cavernous Maw if the target unit has a Wounds characteristic of 2 or less.

KEYWORDS
MONSTER, DREAD MAW


14
10
WARSCROLL

Incarnate Elemental of Beasts

Elementals of Beasts are gruesome fusions of meat and bone, bound together and given will by the raw magic of Ghur. Savage beyond imagining, they slash and gore their way through whole armies, reducing their enemies to mutilated heaps of flesh.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Amber Breath
Amber Breath12"D65+3+-2D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Savage Talons
Savage Talons2"3+4+-21
Impaling Horns
Impaling Horns2"44+3+-1D3
DAMAGE
Wounds SufferedMoveSaveSavage Talons
0-510"3+12
6-88"4+10
9-117"4+8
12+6"5+6
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Beasts is armed with Savage Talons, Impaling Horns and Amber Breath.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Savage Frenzy: These creatures are at their most dangerous in their final moments, lashing out at their enemies in vengeful hatred.
If this model is slain, before removing it from play, it can fight. This model is then removed from play.

Howl of the Great Beast: The howl of an Incarnate Elemental of Beasts can freeze the blood of all who hear it.
Subtract 1 from the Bravery characteristic of enemy units while they are within 8" of this model.

Incarnate of Ghur: Incarnate Elementals are able to draw upon the energies from their realm to increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

The Lure of Spilt Blood: The potent aroma of freshly spilt blood sends these creatures into a frenzy.
You can re-roll charge rolls for this model if it is within 12" of any enemy models that have any wounds allocated to them.

KEYWORDS
GHUR, MONSTER, INCARNATE ELEMENTAL OF BEASTS


14
10
WARSCROLL

Incarnate Elemental of Fire

An Incarnate Elemental of Fire is a magical creature formed from the wantonly destructive forces of Aqshy, the Realm of Fire. It appears as a great burning figure of cindered flesh engulfed in robes of furnace-hot flames.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fiery Bolts
Fiery Bolts18"4+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Tendrils of Fire
Tendrils of Fire2"63+4+-1
Burning Lance
Burning Lance3"33+2+-22
DAMAGE
Wounds SufferedMoveSaveFiery Bolts
0-38"3+10
4-67"4+8
7-96"4+6
10-125"5+4
13+4"6+2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

An Incarnate Elemental of Fire is armed with Tendrils of Fire, a Burning Lance and Fiery Bolts.

MONSTROUS ALLY: This unit can be included as an allied unit in any army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Ashes to Ashes: The burning power of an Incarnate Elemental of Fire is no natural flame, but an insidious and almost wilfully destructive arcane force that eats into anything it touches, destroying them from within.
If the unmodified hit roll for an attack made by this model is 6, double the weapon’s Damage characteristic for that attack.

Gift of Elemental Fire: The very presence of an Incarnate Elemental of Fire brings destruction, as the heat that radiates off its form is enough to scorch metal and kindle flesh into bright flame.
At the end of the combat phase, roll a dice for each enemy unit within 3" of this model. On a 2+, that unit suffers D3 mortal wounds.

Incarnate of Aqshy: Incarnate Elementals are able to draw upon the energies from their realm to heal their bodies and increase their strength.
Add 1 to wound rolls for attacks made by this model if it is within 1" of any terrain features with the Arcane or Mystical scenery rule from the Mysterious Terrain table (core rules, 28.1.3).

KEYWORDS
AQSHY, MONSTER, INCARNATE ELEMENTAL OF FIRE


20
4+
6
WARSCROLL

Magma Dragon

These primordial beasts are among the most malevolent of dragon kind. Their gullet burns with the intensity of a raging volcano, and when roused to wrath they incinerate their foes with jets of flame, or else tear them to shreds with their enormous claws and fangs.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Brimstone Dragonfire
Brimstone Dragonfire18"1
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Furnace-hot Jaws
Furnace-hot Jaws3"43+2+D6
Crushing Claws
Crushing Claws2"4+3+-12
DAMAGE
Wounds SufferedMoveFurnace-hot JawsCrushing Claws
0-1016"-38
11-1314"-37
14-1612"-26
17+10"-25
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 585
Battlefield Role: Behemoth
Base size: 160mm
Notes: Single

DESCRIPTION

A Magma Dragon is armed with Furnace-hot Jaws, Crushing Claws and Brimstone Dragonfire.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

FLY: This model can fly.

ABILITIES

Brimstone Dragonfire: Unleashing the heat within, the Magma Dragon spews gouts of whitehot fire upon its prey.
Do not use the attack sequence for an attack made with this model’s Brimstone Dragonfire. Instead, roll a dice. On a 2+, the target unit suffers D6 mortal wounds. If the target unit has 10 or more models, it suffers 2D6 mortal wounds instead of D6.

Burning Blood: The lifeblood that flows through Magma Dragons is molten rock. To spill it is akin to standing beside a volcanic eruption.
Roll a dice each time a wound or mortal wound that was caused by a melee weapon is allocated to this model. On a 4+, the attacking unit suffers 1 mortal wound. On a 6, the attacking unit suffers D3 mortal wounds instead.

KEYWORDS
DRAGON, MONSTER, MAGMA DRAGON


12
4+
5
WARSCROLL

Merwyrm

Merwyrms are nightmarish creatures able to traverse both land and sea. Harbouring a malice cultivated in their endless struggle for survival upon the ocean floor, they loose this hatred upon any foolish enough go into battle against them.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Chill Breath
Chill Breath8"64+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Hideous Jaws
Hideous Jaws1"33+3+D3
Powerful Tail
Powerful Tail2"14+3+-1
DAMAGE
Wounds SufferedMoveHideous JawsPowerful Tail
0-58"-36
6-77"-2D6
8-96"-2D3
10+5"-12
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 280
Battlefield Role: Behemoth
Notes: Single

DESCRIPTION

A Merwyrm is armed with Chill Breath, Hideous Jaws and a Powerful Tail.

MONSTROUS ALLY: This unit can be included as an allied unit in an army whose general has the DESTRUCTION or ORDER keyword.

ABILITIES

Abyssal Predator: The Merwyrm’s usual prey are the leviathans of the deep, and they have a talent for latching onto their quarry and tearing away great chunks of flesh.
If the unmodified wound roll for an attack made with this model’s Hideous Jaws is 6, the Damage characteristic of that weapon for that attack is D6 instead of D3.

Stench of the Deep: The air around this beast is filled with an unholy stench of rotting flesh and brackish filth. This putrid smell upturns stomachs and stings eyes, weakening and blinding its enemies before they can attack.
Subtract 1 from hit rolls for attacks made with melee weapons that target this model.

Unnatural Metabolism: The Merwyrm’s cavernous jaws are so huge that stories abound of its ability to swallow a person whole, its wounds sealing each time it devours an unfortunate victim.
At the end of the combat phase, if any enemy models were slain by wounds inflicted by this model’s attacks in that combat phase, you can heal up to D3 wounds allocated to this model.

KEYWORDS
MONSTER, MERWYRM


Warscroll Battalion


Warscroll Battalion

Akhelian Corps

The Akhelians are the sharpened tip of the Idoneth Deepkin army. Drawn from the battalions that make up the phalanx, the Akhelian Corps are a battle-hardened wing of fast-moving sea cavalry. Their charge crashes upon the enemy with line-breaking force.
ORGANISATION
An Akhelian Corps consists of the following units:
 • 1 Akhelian Leviadon
 • 2-4 units of AKHELIAN GUARD
 • 1-2 units of Akhelian Allopexes
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Phalanx

ABILITIES

Pulsing Rhythm of the Drums: The pounding rhythm beat out by the void drummers mounted atop the Leviadon inspires nearby warriors to perform extraordinary feats of valour.
Once per phase, you can re-roll one hit, wound, save, run, or charge roll for one unit from this battalion that is wholly within 12" of the Akhelian Leviadon from this battalion when the re-roll is made.


Warscroll Battalion

Alliance of Wood and Sea

When old grievances and mutual mistrusts are set aside, the Idoneth Deepkin and the Sylvaneth can combine to make a powerful force. Few foes can stand before the mystic powers of the woods and the deep places, as sea monsters and living tree spirits fight side-by-side within the ethersea.
ORGANISATION
An Alliance of Wood and Sea consists of the following units:
 • 1 Isharann Tidecaster
 • 2 units of AKHELIAN GUARD
 • 1 unit of Namarti Thralls
 • 1 unit of Namarti Reavers
 • 1 unit of Akhelian Allopexes
 • 1 Branchwych
 • 2 units of Dryads
 • 1 Treelord Ancient
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

ABILITIES

Strength of the Ethersea: SYLVANETH units from this battalion are allies. They have the Tides of Death battle trait and gain abilities from the Tides of Death table in the same manner as IDONETH DEEPKIN units.


Warscroll Battalion

Namarti Corps

The Namarti are skilled warriors that form the backbone of the Idoneth Deepkin armies, with their corps counting for half the full strength of a phalanx. Each corps is led to battle by a Soulrender, who can revive the fallen to rejoin the battle.
ORGANISATION
A Namarti Corps consists of the following units:
 • 1 Isharann Soulrender
 • 2-6 units of Namarti Thralls
 • 2-4 units of Namarti Reavers
PITCHED BATTLE PROFILE

Unit Size: -      Points: 100
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Phalanx

ABILITIES

Soul Bond: Ancient rituals of servitude are used to bind the Namarti to the Isharann Soulrender that leads them.
If the Isharann Soulrender from this battalion uses their Lurelight ability on a NAMARTI unit from this battalion, the D3 roll to determine how many models are returned to the Namarti unit is treated as being a roll of 3 (there is no need to roll the dice).


Warscroll Battalion

Phalanx

Fast and flexible, an Idoneth Deepkin phalanx is an ideal force for soul-raiding. The Namarti corps advance under the protective cover of the Tidecaster’s magic, while the King waits for the perfect moment to unleash the undeniable charge of the Akhelian Corps.
ORGANISATION
A Phalanx consists of the following warscroll battalions:
 • 1 Royal Council
 • 2-4 Akhelian Corps
 • 2-4 Namarti Corps
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Full Furyof the Storm: When they surface for battle, an Idoneth Deepkin phalanx crashes against the foe again and again, pounding them apart in waves of unrelenting fury.
If your Idoneth Deepkin army includes this battalion, then once per battle at the start of a battle round, you can choose to use the High Tide ability from the Tides of Death table for that battle round instead of the ability that would normally be used.


Warscroll Battalion

Royal Council

The leadershipof the Idoneth Deepkin is composed of a powerful triumvirate that combines both might and magic. It is these individuals that relentlessly drive the phalanx to victory, never forgetting the dire need that brings the Idoneth out of the safety of their reclusive depths.
ORGANISATION
The Royal Council consists of the following units:
 • 1 AKHELIAN KING
 • 1 Isharann Tidecaster
 • 1 Isharann Soulscryer
PITCHED BATTLE PROFILE

Unit Size: -      Points: 140
Battlefield Role: Warscroll Battalion

BATTALIONS

This warscroll battalion can be used in the following warscroll battalions:
 • Phalanx

COMMAND ABILITIES

Give Them No Respite: The Akhelian King and his councillors understand the vital importance of the raid their army is carrying out, and will not allow the warriors under their command to tarry for even a moment.
You can use this command ability in your hero phase if the Akhelian King from this battalion is your general, and the Isharann Tidecaster and Isharann Soulscryer from this battalion are within 3" of the general. If you do so, pick up to three friendly IDONETH DEEPKIN units that are wholly within 12" of your general. Add 3" to the Move characteristic of the units you pick until your next hero phase.


Warscroll Battalion

The Bloodsurf Hunt

ORGANISATION
 • 1 Akhelian King (Nemmetar)
 • 1-2 Akhelian Allopexes units
The Akhelian King from this battalion is a unique named character. Units from this battalion must be from the Ionrach enclave.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 120
Battlefield Role: Warscroll Battalion

ABILITIES

Deadly Guardians: The Allopex riders that fight at King Nemmetar’s side are amongst the most skilful and disciplined of their kind, slaying their quarry with deft strikes from the backs of their mounts and willingly putting themselves in harm’s way to protect their lord.
Add 1 to hit rolls for attacks made with Barbed Hooks and Blades by ALLOPEX units from this battalion that are wholly within 12" of the AKHELIAN KING from the same battalion. In addition, roll a dice before you allocate a wound or mortal wound to the AKHELIAN KING from this battalion if it is within 3" of any ALLOPEX units from the same battalion. On a 2+, you must instead allocate that wound or mortal wound to one of those units.

COMMAND TRAIT

If Nemmetar is your army’s general, he has the Lord of Storm and Sea command trait from Battletome: Idoneth Deepkin (see below).

Lord of Storm and Sea: This generalis a living embodiment of the glory of Mathlann, and is an inspiration to all those that still worship the Lord of the Deeps.
Add 2 to the Bravery characteristic of friendly IDONETH DEEPKIN units while they are wholly within 12"of this general.


Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Gloomtide Shipwreck

When the Idoneth Deepkin go to war, they bring their supernatural sea with them. Ethereal creatures, fish and corals flicker into existence, while features of the seabed manifest eerily on the battlefield. Barnacle-encrusted shipwrecks become havens for aquatic creatures, and shoals of etherfish dart out to protect the Idoneth Deepkin or assail any foes that draw near.
PITCHED BATTLE PROFILE

Unit Size: -      Points: 0
Battlefield Role: Faction Terrain Feature
Base size: Use model

FACTION TERRAIN: Only Idoneth Deepkin armies can include this faction terrain feature.

SET-UP: After territories are determined, you can set up this faction terrain feature wholly within your territory and more than 3" from all objectives and other terrain features. If both players can set up faction terrain features at the same time, they must roll off and the winner chooses who sets up their faction terrain features first.

This faction terrain feature consists of 2 scenery pieces. When you set it up, you can set up the 2 scenery pieces touching, or you can set them up more than 3" from each other. If you set them up touching, they form 1 large Gloomtide Shipwreck. If you set them up more than 3" from each other, they form 2 small Gloomtide Shipwrecks that are separate faction terrain features.

DEFENSIBLE: If this terrain feature was set up as a small Gloomtide Shipwreck, it is a defensible terrain feature that can be garrisoned by up to 5 IDONETH DEEPKIN models with a Wounds characteristic of 5 or less that do not have mounts.

If this terrain feature was set up as a large Gloomtide Shipwreck, it is a defensible terrain feature that can be garrisoned by up to 10 IDONETH DEEPKIN models with a Wounds characteristic of 5 or less that do not have mounts.

Predators of the Ethersea: Enemies that approach too closely to this spectral wreck quickly find themselves under attack from the predators that use it as their lair.
At the start of your hero phase, roll a dice for each enemy unit within 3" of this faction terrain feature. On a 4+, that enemy unit suffers 1 mortal wound. On a 6+, that enemy unit suffers D3 mortal wounds instead. This ability has no effect on IDONETH DEEPKIN units.

The AKHELIAN and HERO keywords are used in the following Idoneth Deepkin warscrolls:

Leader
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
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.
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.
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 AKHELIAN keyword is used in the following Idoneth Deepkin warscrolls:

None
Leader
Behemoth

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

None
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.

The ISHARANN and HERO keywords are used in the following Idoneth Deepkin warscrolls:

Leader
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.

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

None
Battleline
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.
12.2 Pile In
You can move a model making a pile-in move up to 3". When you make a pile-in move with a model, it must finish the move no further from the nearest enemy unit than it was at the start of the move.

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

None
Leader
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.
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).
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

The target of a combat attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack (the target does not have to be visible).

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

Leader
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.

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

Leader

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

Leader
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.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
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.

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

Leader

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

Leader
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.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
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
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.
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 ELATHAIN’S SOULRAID keyword is used in the following Idoneth Deepkin warscrolls:

None

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

Behemoth

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

Behemoth
• Merwyrm
14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound. 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. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model.

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

Behemoth
3.1 Reserve Units and Summoned Units
Sometimes a rule will allow you to set up a unit in a location other than the battlefield as a reserve unit. A unit that is added to your army once the battle is underway is called a summoned unit.

When you set up a reserve unit, either during deployment or once the battle is underway, you must tell your opponent that the unit is in reserve and keep it to one side instead of placing it on the battlefield. At the start of the fourth battle round, units that are still in reserve are destroyed. Units cannot cast spells or use abilities while they are in reserve unless the spell or ability specifically says it can be used by reserve units.

Reserve units are picked as part of your army before the battle begins, while summoned units are units added to your army once the battle is underway. Models that have been removed from play can be used as part of a summoned unit.

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

None
27.3.2 Command Traits
Each time you take a command trait enhancement, you can pick 1 command trait and give it to your general. You can never pick more than 1 command trait for your army, and command traits can only be given to a general that is a HERO.
1.5.3 Rolling Off
Sometimes a rule may require the players to roll off. To roll off, each player rolls a dice, and whoever rolls highest wins. If a roll-off is tied, roll off again. You cannot re-roll or modify the dice when you roll off.
© Vyacheslav Maltsev 2013-2021