Idoneth Deepkin – Warscrolls

Leader


14"
7
3+
10
WARSCROLL

Akhelian King

Akhelian Kings are the war leaders of the Idoneth enclaves. Mounted atop fierce and intelligent Deepmares, these inspiring commanders fight at the forefront of every battle, urging their Phalanxes forward as they wield their blades with deadly skill.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bladed Polearm
Bladed Polearm2"33+2+-22
Greatsword
Greatsword1"53+3+-12
Falchion
Falchion1"33+3+-1
Fangs and Talons
Fangs and Talons2"33+3+-1D3
Lashing Tails
Lashing Tails2"33+3+-2
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 250
Battlefield Role: Leader
Base size: 60mm
Notes: Single

An Akhelian King is armed with 1 of the following weapon options: Bladed Polearm and Falchion; or Greatsword and Falchion.

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

FLY: This unit can fly.

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

Akhelian Paragon: Each Akhelian King is a shining example of his caste, a master of battle whom all other Akhelians strive to emulate in battle.
Add 1 to hit rolls for attacks made with melee weapons by friendly AKHELIAN units (excluding mounts) wholly within 9" 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.

Wave Rider: When an Akhelian King charges the foe, their polearm hits with the power of a crashing wave.
This unit’s Bladed Polearm has a Rend characteristic of -3 and a Damage characteristic of 3 if this unit made a charge move in the same turn.

Lord of Tides: The warriors of the Idoneth will attack with unrelenting fury at the command of an Akhelian King.
Once per battle, at the end of your charge phase, you can pick up to D3 different friendly IDONETH DEEPKIN units wholly within 12" of any friendly units with this ability. If you do so, until the end of that turn, the units you picked are affected by the High Tide ability from the Tides of Death table in addition to any other abilities from the Tides of Death table they are affected by.

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


6"
5
4+
7
WARSCROLL

Akhelian Thrallmaster

Thrallmasters are cunning and sea-scarred Akhelians who lead the Namarti hosts into battle. Master duellists skilled with all manner of esoteric weapons and accompanied by a vicious snapjaw eel, they scythe through their foes with contemptuous ease.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Esoteric Weapons
Esoteric Weapons1"53+3+-12
Vicious Bite
Vicious Bite1"23+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Notes: Single

An Akhelian Thrallmaster is armed with Esoteric Weapons.

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

COMPANION: This unit is accompanied by a Snapjaw Eel armed with a Vicious Bite.

Akhelian Fighting Stance: Thrallmasters carry a personal armoury to suit the fighting stances needed to best any form of foe. They rigorously train their Namarti warriors to support each attack style at a moment’s notice.
At the start of the combat phase, you must pick 1 of the following fighting stances for this unit to use. Each effect lasts until the end of that phase.

Way of the Depths: You can re-roll hit rolls of 1 for attacks made with melee weapons by this unit and friendly NAMARTI units wholly within 12" of this unit.

Way of the Riptide: If the unmodified hit roll for an attack made with a melee weapon by this unit or a friendly NAMARTI unit wholly within 12" of this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.

Way of the Vortex: Subtract 1 from wound rolls for attacks that target this unit and friendly NAMARTI units wholly within 12" of this unit.

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


10"
12
3+
10
WARSCROLL

Eidolon of Mathlann, Aspect of the Sea

An Eidolon of Mathlann is a mystical conjuration that embodies a long-forgotten god. When summoned in its aspect of the sea, this entity can call upon the magic of the ocean to heal allies or send enemies fleeing in terror.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Blasts of Abyssal Energy
Blasts of Abyssal Energy12"D33+3+-22
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Psi-trident
Psi-trident2"33+3+-22
Deep-sea Sceptre
Deep-sea Sceptre1"23+4+-11
Sharp Fangs
Sharp Fangs3"2D64+4+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Leader
Base size: 100mm
Notes: Single

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

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

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+.

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 unit.

If this unit successfully casts any spells in your hero phase, you can heal up to D3 wounds allocated to this unit at the end of that phase.

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.
Friendly IDONETH DEEPKIN units wholly within 18" of this unit have a Bravery characteristic of 10.

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 is a spell that has a casting value of 6 and range of 12". If cast, pick 1 friendly IDONETH DEEPKIN unit, or 1 enemy unit, within range and visible to the caster. 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 is a spell that has a casting value of 7 and range of 12". If cast, pick up to D3 enemy units within range and visible to the caster. Subtract 1 from save rolls for attacks made with melee weapons that target that unit until your next hero phase.

KEYWORDS
ORDER, IDONETH DEEPKIN, AELF, HERO, TOTEM, WIZARD, EIDOLON, 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 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: 320
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


6"
5
4+
8
WARSCROLL

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
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 180
Battlefield Role: Leader
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+.

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


6"
5
4+
8
WARSCROLL

Isharann Soulrender

Unlike the rest of their Isharann kin, Soulrenders fight face to face with their foes, reaping spirit-matter with every swing of their scythe-like talúnhooks. In battle, they can channel their mystical powers to revive fallen Namarti.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Talúnhook
Talúnhook2"43+3+-12
Serrated Bill
Serrated Bill3"33+3+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 40mm
Notes: Single

An Isharann Soulrender is armed with a Talúnhook.

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

COMPANION: This unit is accompanied by a Rakerdart armed with a Serrated Bill.

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 Talúnhook in the same turn. The same unit cannot be affected by the Lurelight ability more than once per turn.

Hangman’s Knot: The noose on a talúnhook 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+.

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


6"
5
4+
8
WARSCROLL

Isharann Soulscryer

Soulscryers work their strange magics to navigate the utter darkness of the deep places. Their eldritch senses allow them to guide other Idoneth along hidden paths in the realms’ oceans and rivers, so that they can strike the foe from unexpected angles.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spiked Jaws
Spiked Jaws12"82+4+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Finger-claw
Finger-claw1"33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 150
Battlefield Role: Leader
Base size: 32mm
Notes: Single

An Isharann Soulscryer is armed with a Finger-claw.

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

COMPANION: This unit is accompanied by a shoal of Scryfish armed with Spiked Jaws.

Finder of Ways: Soulscryers are the Idoneth’s navigators, helping them divine hidden paths through the realmseas.
During deployment, instead of setting up this unit on the battlefield, you can place it to one side and say that it is travelling the ethersea as a reserve unit. If you do so, when you would set up a different IDONETH DEEPKIN unit during deployment, you can say that it is joining this unit travelling the ethersea as a reserve unit. Up to 2 units can join this unit in this way. At the end of your movement phase, you can set up this unit wholly within 6" of the battlefield edge and more than 9" from all enemy units. If you do so, set up all of the units that joined this unit wholly within 9" of this unit and more than 9" from all enemy units.

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+.

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


6"
5
4+
8
WARSCROLL

Isharann Tidecaster

Isharann Tidecasters are the Idoneth’s most potent frontline wizards, capable of directing the surging currents of the ethersea in order to alter the momentum of battle or to steal the very breath from their foes.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Pelagic Staff
Pelagic Staff1"24+3+-12
Vicious Bite
Vicious Bite1"23+4+-1
PITCHED BATTLE PROFILE

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

An Isharann Tidecaster is armed with a Pelagic Staff.

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

COMPANION: This unit is accompanied by a Spirit Guardian armed with a Vicious Bite.

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

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+.

Master of the Ethersea: Adding their arcane mastery to Isharann rituals, a Tidecaster can manipulate the ethersea like no other.
If any units with this ability are part of your army, you can pick 2 different Isharann rituals to influence the ethersea during the battle instead of 1.

Riptide: Staring fixedly at a group of foes, the Tidecaster creates a sudden vacuum in the ethersea that robs her victims of their breath. Those who do not drown where they stand are left disoriented and gasping for air.
Riptide is a spell that has a casting value of 7 and range of 18". If cast, pick 1 enemy unit within range and visible to the caster. That unit suffers D3 mortal wounds. In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.

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


6"
5
4+
8
WARSCROLL

Lotann, Warden of the Soul Ledgers

Lotann is the Warden of the Soul Ledgers, whose task it is to oversee the reaping of spirit-essences across the enclaves. Such is the force of Lotann’s willpower that nearby Idoneth fight with redoubled determination in his presence.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Bone Quill
Bone Quill1"13+4+-1
Tentacles and Hand Weapons
Tentacles and Hand Weapons3"83+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 40mm
Notes: Single, Unique

Lotann, Warden of the Soul Ledgers, is armed with a Bone Quill.

COMPANION: This unit is accompanied by an Ochtar Familiar armed with Tentacles and Hand Weapons.

Catalogue of Souls: The Soul Wardens keep records of the souls that are harvested by the Phalanxes. Their presence in a battle encourages Idoneth warriors to fight all the harder, reminding them of the plight that awaits their race should they fail to fulfil their quota of spirit-essence.
Add 1 to wound rolls for attacks made with melee weapons by friendly IDONETH DEEPKIN units wholly within 12" of this unit.

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+.

Fount of Willpower: Such is Lotann’s obsessive commitment to his duty that his willpower bleeds out into the ethersea, a potent magical force that can be drawn upon to power the rituals of the Isharann.
Once per battle, if this unit is on the battlefield at the start of your hero phase, you can pick 1 ritual from the Isharann Rituals table and 1 friendly IDONETH DEEPKIN unit wholly within 12" of this unit. Until your next hero phase, the unit you picked is affected by that ritual in addition to any others it is affected by, even if the Tides of Death ability required for that ritual does not apply.

KEYWORDS
ORDER, IDONETH DEEPKIN, IONRACH, AELF, HERO, ISHARANN, SOUL WARDEN, LOTANN


14"
8
3+
10
WARSCROLL

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
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 270
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.

KEYWORDS
ORDER, IDONETH DEEPKIN, IONRACH, AELF, HERO, DEEPMARE, AKHELIAN, AKHELIAN KING, VOLTURNOS

Battleline


14"
8
4+
6
WARSCROLL

Akhelian Allopexes (Bloodthirsty Shivers)

Allopexes are vicious predators of the deep, known for their voracious appetites. As Akhelian bond-beasts, they are more dangerous still, boasting scythed fins and deadly back-mounted harpoon launchers. Even the bravest - fear these finned menaces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razorshell Harpoon Launcher
Razorshell Harpoon Launcher24"43+3+-1D3
Retarius Net Launcher
Retarius Net Launcher18"13+3+-3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Hooks and Blades
Barbed Hooks and Blades1"63+3+-11
Ferocious Bite
Ferocious Bite1"33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 510
Battlefield Role: Battleline
Base size: 90 x 52mm
Notes: Single. Can only be included in a Fuethán army. These models must be taken as a set referred to as a Bloodthirsty Shiver. Although taken as a set, each is a separate unit.

Each model in an Akhelian Allopexes unit is armed with 1 of the following weapon options: Razorshell Harpoon Launcher, Barbed Hooks and Blades; or Retarius Net Launcher, Barbed Hooks and Blades. All models in the unit must be armed with the same weapon option.

FLY: This unit can fly.

MOUNT: This unit’s Allopexes are each armed with a Ferocious Bite.

CHAMPION: If this unit has 2 or more models, 1 model in this unit can be an Alpha Allopex. Add 1 to hit rolls for attacks made with that model’s melee weapons.

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 6" of any enemy models that have any wounds or mortal wounds allocated to them or if it is within 6" 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.
If an attack made with this unit’s Retarius Net Launchers scores a hit, the target unit cannot make pile-in moves in that turn.

A Merciless Shiver: Allopexes attack in coordinated waves in order to overwhelm their foe.
If this unit has 2 or more models, it is coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1".

KEYWORDS
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, AKHELIAN ALLOPEXES


8"
1
5+
7
WARSCROLL

Namarti Reavers

Armed with silent-firing whisperbows, Namarti Reavers are the fast-moving scouts and archers of the Idoneth Deepkin Phalanxes. Despite their eerie and disturbing lack of eyes, they are uncannily accurate, using senses other than sight to pinpoint their targets.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Whisperbow
Whisperbow18"23+3+-11
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Keening Blade
Keening Blade1"13+3+-1
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 170
Battlefield Role: Battleline
Base size: 32mm

Each model in a Namarti Reavers unit is armed with a Keening Blade and Whisperbow.

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

CHAMPION: 1 model in this unit can be an Icon Bearer. Add 1 to the Attacks characteristic of that model’s melee weapons.

Ripples in the Ethersea: Despite their lack of eyesight, Namarti Reavers aim by sensing changes in pressure within the ethersea, tracing electromagnetic pulses in the same manner as many of the predators that stalk the pitch-black waters of the depths.
Add 1 to hit rolls for attacks made with missile weapons by this unit if the target is within 9" of the attacking model.

KEYWORDS
ORDER, IDONETH DEEPKIN, AELF, NAMARTI, NAMARTI REAVERS


6"
1
5+
7
WARSCROLL

Namarti Thralls

The core infantry of the Idoneth Deepkin, Namarti Thralls advance into battle brandishing vast two-handed weapons known as lanmari. Despite their blindness and the heft of their blades, they whirl and chop with aelven grace.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Lanmari Blade
Lanmari Blade2"23+3+-11
PITCHED BATTLE PROFILE

Unit Size: 10      Points: 130
Battlefield Role: Battleline
Base size: 32mm

Each model in a Namarti Thralls unit is armed with a Lanmari Blade.

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

CHAMPION: 1 model in this unit can be an Icon Bearer. Add 1 to the Attacks characteristic of that model’s melee weapons.

Sweeping Blows: Lanmari blades can cut through weaker opponents as an Allopex cuts through a shoal of Scryfish, or they can be used to inflict grievous wounds on larger enemies.
Add 1 to the Attacks characteristic of this unit’s Lanmari Blades if the target has a Wounds characteristic of 1. Add 1 to the Damage characteristic instead if the target has a Wounds characteristic of 3 or more.

KEYWORDS
ORDER, IDONETH DEEPKIN, AELF, NAMARTI, NAMARTI THRALLS

None


14"
8
4+
6
WARSCROLL

Akhelian Allopexes

Allopexes are vicious predators of the deep, known for their voracious appetites. As Akhelian bond-beasts, they are more dangerous still, boasting scythed fins and deadly back-mounted harpoon launchers. Even the bravest - fear these finned menaces.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Razorshell Harpoon Launcher
Razorshell Harpoon Launcher24"43+3+-1D3
Retarius Net Launcher
Retarius Net Launcher18"13+3+-3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Barbed Hooks and Blades
Barbed Hooks and Blades1"63+3+-11
Ferocious Bite
Ferocious Bite1"33+3+-22
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 170
Battlefield Role: None
Base size: 90 x 52mm
Notes: Battleline in a Fuethán army.

Each model in an Akhelian Allopexes unit is armed with 1 of the following weapon options: Razorshell Harpoon Launcher, Barbed Hooks and Blades; or Retarius Net Launcher, Barbed Hooks and Blades. All models in the unit must be armed with the same weapon option.

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

FLY: This unit can fly.

MOUNT: This unit’s Allopexes are each armed with a Ferocious Bite.

CHAMPION: If this unit has 2 or more models, 1 model in this unit can be an Alpha Allopex. Add 1 to hit rolls for attacks made with that model’s melee weapons.

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 6" of any enemy models that have any wounds or mortal wounds allocated to them or if it is within 6" 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.
If an attack made with this unit’s Retarius Net Launchers scores a hit, the target unit cannot make pile-in moves in that turn.

A Merciless Shiver: Allopexes attack in coordinated waves in order to overwhelm their foe.
If this unit has 2 or more models, it is coherent if each model in the unit is within 3" horizontally of at least 1 other model in the unit instead of 1".

KEYWORDS
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, AKHELIAN ALLOPEXES


14"
4
4+
7
WARSCROLL

Akhelian Ishlaen Guard

Ishlaen Guard are masters of the blade and redoubtable bodyguards, capable of deflecting incoming strikes with their sparking galv-shields even as they carve the foe apart with their flashing helsabres.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Helsabre
Helsabre1"33+3+-11
Fangs and Lashing Tail
Fangs and Lashing Tail1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an AKHELIAN KING

Each model in an Akhelian Ishlaen Guard unit is armed with a Helsabre.

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

FLY: This unit can fly.

MOUNT: This unit’s Fangmora Eels are each armed with Fangs and a Lashing Tail.

CHAMPION: 1 model in this unit can be a Lochian Prince. Add 1 to the Attacks characteristic of that model’s Helsabre.

STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.

MUSICIAN: 1 in every 3 models in this unit can be a Musician. Add 1 to charge rolls for this unit if it includes any Musicians.

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 modifiers (positive and negative) to save rolls for attacks that target this unit. In addition, this unit has a Save characteristic of 3+ instead of 4+ if it charged in the same turn.

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


14"
4
4+
7
WARSCROLL

Akhelian Morrsarr Guard

Swift and hard-hitting, Morrsarr Guard are aggressive shock cavalry. Driven by the fearsome speed of the Fangmora Eel, the lowered voltspears of the Akhelians strike with lethal impact, unleashing a shockwave of electrical energy.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Voltspear
Voltspear1"23+3+-1
Fangs and Lashing Tail
Fangs and Lashing Tail1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 180
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an AKHELIAN KING

BATTALIONS

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

DESCRIPTION

Each model in an Akhelian Morrsarr Guard unit is armed with a Voltspear.

ABILITIES

Biovoltaic Blast: The biovoltaic energy produced by Fangmora Eels is stored by Morrsarr Guard, ready to be discharged as a bolt of energy when the time is right.
Once per battle, after this unit makes a charge move, you can say this unit will unleash its biovoltaic energy. If you do so, you can pick 1 enemy unit within 1" of this unit and roll a number of dice equal to the number of models in this unit. For each 4+, that enemy unit suffers 1 mortal wound. For each 6+, that enemy unit suffers D3 mortal wounds instead. Add 1 to the roll if the number of models in that enemy unit is greater than the number of models in this unit.

Wave Riders: When Morrsarr Guard 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 in the same turn.

FLY: This unit can fly.

MOUNT: This unit’s Fangmora Eels are each armed with Fangs and a Lashing Tail.

CHAMPION: 1 model in this unit can be a Lochian Prince. Add 1 to the Attacks characteristic of that model’s Voltspear.

STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.

MUSICIAN: 1 in every 3 models in this unit can be a Musician. Add 1 to charge rolls for this unit if it includes any Musicians.

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


6"
1
5+
6
WARSCROLL

Elathain’s Soulraid

Elathain’s companions are a disparate lot, the Akhelian knight Fuirann battling alongside the Namarti Tammael and the bond-beasts Duinclaw and Spinefin. Together, however, they fight as one to claim souls for their enclave.
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: 4      Points: 180
Battlefield Role: None
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.

DESCRIPTION

The models in Elathain’s Soulraid are Fuirann, Tammael, Duinclaw and Spinefin. Fuirann is armed with a Helsabre and Shield. Tammael is armed with a Riptide Harpoon. Duinclaw is armed with Crushing Claws. 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.
Fuirann has a ward of 6+.

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

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+-1D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Twin-pronged Spear and Razorshell Harpoons
Twin-pronged Spear and Razorshell Harpoons1"63+3+-11
Massive Scythed Fins
Massive Scythed Fins2"42+3+-1
Crushing Jaws
Crushing Jaws1"22+-23
DAMAGE TABLE
Wounds SufferedSaveMassive Scythed FinsCrushing Jaws
0-82+42+
9-113+33+
12-144+24+
15+5+15+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 460
Battlefield Role: Behemoth
Base size: 120 x 92mm
Notes: Single. Battleline in a Nautilar army.

An Akhelian Leviadon is armed with Razorshell Harpoon Launchers.

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

FLY: This unit can fly.

MOUNT: This unit’s Leviadon is armed with Massive Scythed Fins and Crushing Jaws.

CREW: This unit’s Leviadon has an aelf crew who are armed with a Twin-pronged Spear and Razorshell Harpoons.

Crushing Charge: When a Leviadon charges into battle, it crushes the foe with its sheer mass.
If you carry out a Stomp monstrous rampage with this unit and the enemy unit you picked has a Wounds characteristic of 1, that enemy unit suffers D6 mortal wounds on a 2+ instead of D3.

Jaws of Death: When a Leviadon is able to clamp down its jaws firmly upon its prey, they are almost impossible to prise open.
If the unmodified hit roll for an attack made with this unit’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 unit’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, IDONETH DEEPKIN, AELF, MONSTER, TOTEM, 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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
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 purple-glowing 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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
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 to 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
* This warscroll is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
DAMAGE TABLE
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

Faction Terrain Feature


FACTION TERRAIN WARSCROLL

Gloomtide Shipwreck

A Gloomtide Shipwreck is a supernatural manifestation in the ethersea, a barnacle-encrusted ruin swarming with vicious deep-sea creatures that provides nearby Idoneth with cover from which to launch their attacks.
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 (with the exception of companions).

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 (with the exception of companions).

Guardians of the Deep: Shoals of small sea creatures infest this wreck, instinctively swarming out to shield Idoneth Deepkin that are nearby.
IDONETH DEEPKIN units that do not have a mount have a ward of 5+ while they are wholly within 6" of this terrain feature. If a unit that does not have the IDONETH DEEPKIN keyword is within 3" of this terrain feature, this ability has no effect.

Warscroll Battalion


Warscroll Battalion

Royal Council

ORGANISATION
 • 1 Akhelian King
 • 1 Isharann Tidecaster
 • 1 Isharann Soulscryer
Full Fury of the Storm: When it surfaces for battle, an Idoneth Phalanx crashes against the foe again and again, pounding them apart in waves of unrelenting fury.
After a unit from this battalion that is affected by the High Tide ability from the Tides of Death table makes a charge move, you can pick 1 enemy unit within 1" of that unit and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound.


Warscroll Battalion

Akhelian Corps

ORGANISATION
 • 1 Akhelian Leviadon
 • 2-4 AKHELIAN GUARD units
 • 1-2 Akhelian Allopexes units
Full Fury of the Storm: When it surfaces for battle, an Idoneth Phalanx crashes against the foe again and again, pounding them apart in waves of unrelenting fury.
After a unit from this battalion that is affected by the High Tide ability from the Tides of Death table makes a charge move, you can pick 1 enemy unit within 1" of that unit and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound.


Warscroll Battalion

Namarti Corps

ORGANISATION
 • 1 Akhelian Thrallmaster
 • 1 Isharann Soulrender
 • 2-6 Namarti Thralls units
 • 2-4 Namarti Reavers units
Full Fury of the Storm: When it surfaces for battle, an Idoneth Phalanx crashes against the foe again and again, pounding them apart in waves of unrelenting fury.
After a unit from this battalion that is affected by the High Tide ability from the Tides of Death table makes a charge move, you can pick 1 enemy unit within 1" of that unit and roll a number of dice equal to the charge roll for that charge move. For each 5+, that enemy unit suffers 1 mortal wound.
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.

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

Leader
Battleline
None
Behemoth
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.
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.

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

Leader

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

Leader
Battleline
None
Behemoth

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

Leader

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

Battleline
None
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).
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.
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.
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.
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.
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 TOTEM keyword is used in the following Idoneth Deepkin warscrolls:

Leader
Behemoth

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

Leader

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.
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
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.
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.
1.3.3 Unit Coherency
Units must be set up and finish every move as a single coherent group. A unit with 2 to 5 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 1 other model in the unit. A unit with more than 5 models is coherent if each model in the unit is within 1" horizontally and 6" vertically of at least 2 other models in the unit. If a friendly unit is not coherent at the end of a turn or after you set it up, you must remove models in the unit from play, one at a time, until it is coherent.

Units that are set up in a location other than on the battlefield, for example, reserve units (see 3.1), are always considered to be set up in a coherent group.

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

Battleline
None

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

Battleline
None
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.

The AKHELIAN GUARD 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

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

Behemoth
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.

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