Idoneth Deepkin

From out of blackness they come, emerging from the depths of the realms’ seas upon a surging tide of magic. These merciless raiders do not seek merely to slaughter or enslave, however, for they are the Idoneth Deepkin – they have come to take their victims’ very souls.

This page contains all of the rules you need to field your Idoneth Deepkin miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:


Books

BookKindEditionLast update
  Idoneth Deepkin
  Idoneth DeepkinBattletome4July 2025
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4August 2025
  Kharadron Overlords
  Kharadron OverlordsBattletome4July 2025
  Regiments of Renown - Idoneth Deepkin
  Regiments of Renown - Idoneth DeepkinExpansion4July 2025
  Scourge of Ghyran - Idoneth Deepkin
  Scourge of Ghyran - Idoneth DeepkinExpansion4May 2025
  Legends compendium
  Legends compendiumWarscroll4April 2025
  Sons of Behemat
  Sons of BehematFaction Pack4January 2025
  Grotmas Advent: Regiments of Renown
  Grotmas Advent: Regiments of RenownWarscroll4December 2024
  Regiments of Renown
  Regiments of RenownWarscroll4November 2024
  Stormcast Eternals
  Stormcast EternalsBattletome4September 2024

Faction Rules


Battle Traits

Idoneth Deepkin armies can use the following abilities:

Designer’s Note: Once per battle round, you can use a TIDAL ability from either the Tides of the Sea or the Tides of the Storm. If you do so, you unlock the next ability ln the same column m the next battle round. You can switch columns at anytime, though this resets your progress. For example, if you use the ’Concealing Tide’ ability in the first battle round, in the second, you can either use ’Swift Tide’ or switch columns and use ’Unpredictable Tide’.

TIDES OF THE SEA

Once Per Battle Round, Any Hero Phase
CONCEALING TIDE: Freezing and impenetrable mists descend across the battlefield.

Declare: You can only use this ability if you did not use it in the previous battle round and you have not used any other TIDAL abilities this battle round.

Effect: For the rest of the battle round, subtract 1 from hit rolls for attacks that target friendly IDONETH DEEPKIN units that did not use any CHARGE abilities in the same turn.
KEYWORDSTIDAL

Once Per Battle Round, Any Hero Phase
SWIFT TIDE: The sheer rapidity of the sea’s advance sees the Idoneth outpace their foes.

Declare: You can only use this ability if you used the ‘Concealing Tide’ ability in the previous battle round and you have not used any other TIDAL abilities this battle round.

Effect: For the rest of the battle round, friendly IDONETH DEEPKIN units can use RUN abilities and still use SHOOT and/or CHARGE abilities later in the turn.
KEYWORDSTIDAL

Once Per Battle Round, Your Hero Phase
SEA’S EMBRACE: Those engulfed by the vast ocean can do nothing but await their fate.

Declare: You can only use this ability if you used the ‘Swift Tide’ ability in the previous battle round and you have not used any other TIDAL abilities this battle round.

Effect: Friendly IDONETH DEEPKIN units have STRIKE-FIRST for the rest of the turn.
KEYWORDSTIDAL


TIDES OF THE STORM

Once Per Battle Round, Any Hero Phase
UNPREDICTABLE TIDE: Only the Deepkin can anticipate the mercurial currents of the ocean.

Declare: You can only use this ability if you did not use it in the previous battle round and you have not used any other TIDAL abilities this battle round. Pick a friendly IDONETH DEEPKIN unit that is not in combat to be the target.

Effect: Remove the target from the battlefield and set it up again wholly within 7" of a battlefield edge and more than 9" from all enemy units.
KEYWORDSTIDAL

Once Per Battle Round, Any Hero Phase
INEXORABLE TIDE: When the tide sweeps in,no force of nature or maglc can keep It at bay.

Declare: You can only use this ability if you used the ‘Unpredictable Tide’ ability in the previous battle round and you have not used any other TIDAL abilities this battle round.

Effect: Subtract 1 from the Rend characteristic of weapons used for attacks that target friendly IDONETH DEEPKIN units for the rest of the battle round.
KEYWORDSTIDAL

Once Per Battle Round, Your Hero Phase
STORM'S WRATH: Woe to those caught in the path of the storm's destructive fury.

Declare: You can only use this ability if you used the ‘Inexorable Tide’ ability in the previous battle round and you have not used any other TIDAL abilities this battle round.

Effect: Friendly IDONETH DEEPKIN units’ melee weapons have Crit (Mortal) for the rest of the turn.
KEYWORDSTIDAL

Battle Formations

You can pick 1 of the following battle formations for a Idoneth Deepkin army. Each battle formation grants a different ability you can use in the battle.

BATTLE PROFILE
NamePoints
Namarti Corps0
Isharann Council0
Akhelian Beastmasters20
Soul-raid Ambushers0
Deep-sea Stalkers0
Ethersea Predators0

Namarti Corps

Passive
SURGE FORWARD: The Namarti are the lowest caste in Idoneth society, but when formed into a Namarti Corps and led to battle by their Akhelian masters, they strike swiftly and with devastating effect.

Effect: You can re-roll run rolls and charge rolls for friendly NAMARTI units while they are wholly within 12" of a friendly AKHELIAN unit.


Isharann Council

Passive
WISDOM OF THE DEEP: The Isharann are born with a talent for harnessing arcane forces. This power is only amplified when these aelves convene an Isharann Council and head to war.

Effect: Add 1 to casting rolls, Isharann ritual rolls and lurelight rolls for friendly ISHARANN units while they are within the combat ranges of any other friendly ISHARANN units.


Akhelian Beastmasters

Passive
FEROCIOUS PREDATORS: With the aid of the Embailors, the Akhelian Beastmasters are able to turn oceanic carnivores into truly terrifying weapons of war.

Effect: Add 1 to hit rolls for combat attacks made with Companion weapons by friendly AKHELIAN units.


Soul-raid Ambushers

Passive
FADE LIKE MIST: The Soul-raid Ambushers are experts in hit-and-run tactics, riding the currents of the ethersea to strike the foe from new directions.

Effect: When using the ‘Unpredictable Tide’ ability, you can pick up to 2 eligible targets instead of 1.


Deep-sea Stalkers

Passive
OUTFLANK THE ENEMY: Used to living on the periphery of society, these Idoneth are expert at blending into the shadows and using hidden paths to traverse the battlefield.

Effect: While a friendly IDONETH DEEPKIN unit is wholly within 9" of a battlefield edge:
  • Subtract 1 from hit rolls for attacks that target that unit if it has not charged this turn.
  • Add 2" to the Move characteristic of that unit.


Ethersea Predators

End of Any Turn
1
BLOOD IN THE WATER: As the gore of the slain diffuses through the ethersea, ancient predators are drawn to battle.

Declare: If any friendly or enemy units were destroyed this turn, pick a friendly Akhelian Allopex unit that has been destroyed to be the target.

Effect: Set up a replacement unit identical to the target wholly within 9" of a battlefield edge and more than 9" from all enemy units.

Heroic Traits

Champions of the Tides

HERO only

BATTLE PROFILE
NamePoints
FORM OF THE FANGMORA20
HUNTER OF SOULS0
NIGHTMARE LEGACY0
Passive
FORM OF THE FANGMORA: This champion has mastered a defensive sword-art that mimics the fluid movements of the swift Fangmora Eels.

Effect: If the unmodified hit roll for an attack that targets this unit is 1-3, the attack fails and the attack sequence ends.

Passive
HUNTER OF SOULS: This hero seeks neither glory nor territory; their only interest is the capture of potent soul-stuff.

Effect: Pick 1 of the following weapon abilities for this unit’s melee weapons to have this battle:
  • Anti-CAVALRY (+1 Rend)
  • Anti-INFANTRY (+1 Rend)
  • Anti-MONSTER (+1 Rend)

End of Any Turn
NIGHTMARE LEGACY: The repressed horror of the Idoneth’s long incarceration emanates from this dark-visaged warrior in palpable waves of doom.

Effect: Subtract 3 from the control scores of enemy units while they are within 6" of this unit.


Leaders of the Raid

HERO only

BATTLE PROFILE
NamePoints
MERCILESS RAIDER0
LORD OF STORM AND SEA0
ENDLESS SEA-STORM0
Any Combat Phase
MERCILESS RAIDER: This aelf gives no quarter to the enemies of the Idoneth. When in the vicinity of a wounded foe, they surge forwards to finish the job.

Effect: If this unit is within 6" of a damaged enemy unit, this unit can move 6". It can pass through the combat ranges of enemy units but must end that move in combat with a damaged enemy unit.

Passive
LORD OF STORM AND SEA: This hero is a living embodiment of the glory of Mathlann and an inspiration to all those who still worship the Lord of the Deep.

Effect: Each time an ability returns at least 1 slain model to a friendly unit wholly within 12" of this unit, after that ability has been resolved, you can return 1 additional slain model to it.

Once Per Battle, Any Hero Phase
ENDLESS SEA-STORM: This hero summons the force of the ethersea to batter their foes with waves of pelagic force.

Effect: If this unit is a WIZARD, add 1 to its power level for the rest of the turn. If this unit is not a WIZARD, it gains WIZARD (1) for the rest of the turn.

In addition, add 2 to the next casting roll or banishment roll for this unit this turn.

Artefacts of Power

Relics of the Abyss

HERO only

BATTLE PROFILE
NamePoints
ARMOUR OF THE CYTHAI0
LIFEKELP POD0
DRITCHLEECH0
Passive
ARMOUR OF THE CYTHAI: This gleaming panoply was given by Teclis to the ancestors of the Idoneth. Upon the command of its bearer, it can radiate the power of Hysh – a fitting property for a gift from the Great Illuminator.

Effect: If this unit has not charged this turn, subtract 1 from hit rolls for combat attacks made by enemy units while they are in combat with this unit.

Any Movement Phase
LIFEKELP POD: Radiant with Ghyranite energy, this golden seed pod bursts in a spray of vital power.

Effect: Heal (D3) each friendly IDONETH DEEPKIN CAVALRY unit within this unit’s combat range.

Passive
DRITCHLEECH: Incredibly rare, these worms feed upon magic and are capable of draining arcane energies.

Effect: Subtract 1 from casting rolls for enemy WIZARDS while they are within 18" of this unit. In addition, each time an enemy spell fails, after that ability has been resolved, Heal (1) this unit.

Spell Lore

BATTLE PROFILE
NamePoints
Lore of the Deeps0

Lore of the Deeps

Your Hero Phase
6
STEED OF TIDES: The wizard conjures an agile elemental to transport comrades through the ethersea.

Declare: Pick a friendly IDONETH DEEPKIN WIZARD to cast this spell, pick a visible friendly IDONETH DEEPKIN unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: Remove the target from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
7
COUNTER-CURRENT: The wizard summons a powerful current to hold their enemies at bay.

Declare: Pick a friendly IDONETH DEEPKIN WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Until the start of your next turn, halve run rolls and charge rolls for the target.
KEYWORDSSPELL

Your Hero Phase
7
PRESSURE OF THE DEEP: The wizard enfolds their victims in a shimmering bubble of crushing force.

Declare: Pick a friendly IDONETH DEEPKIN WIZARD to cast this spell, pick a visible enemy unit within 18" of them to be the target, then make a casting roll of 2D6.

Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1 mortal damage on the target.
KEYWORDSSPELL

Manifestation Lore

BATTLE PROFILE
NamePoints
Lore of the Abyss0

Lore of the Abyss

Your Hero Phase
8
SUMMON INCARNATE OF THE DEEP: The spellcaster awakens a terrifying manifestation of the ocean’s wrath.

Declare: If there is not a friendly Incarnate of the Deep on the battlefield, pick a friendly IDONETH DEEPKIN WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Incarnate of the Deep wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Army of Renown

The First Phalanx of Ionrach

When you pick the Idoneth Deepkin faction for your army, you can choose for it to be the First Phalanx of Ionrach Army of Renown. If you do so, use the faction rules in this section instead of the Idoneth Deepkin faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the FIRST PHALANX keyword.

ROSTER OPTIONS

Battle Traits

Passive
THE LAST LIVING CYTHAI: High King Volturnos is the greatest Idoneth warrior to have ever lived, and few can match his blinding speed in battle.

Effect: The friendly Volturnos has STRIKE-FIRST.

Once Per Turn (Army), Your Hero Phase
TEACHINGS OF THE ASYDRAZOR: As part of their asydrazor training, Akhelians must study the strategic theorems and methods of war set down by the legendary Cythai heroes of yore.

Effect: You gain D3 asydrazor points.

Your Movement Phase
THE SHIELD OF ULCHISS: Mastery of the ebb and flow of battle is core to the teachings of Ulchiss, which state that a timely withdrawal can open up enemy vulnerabilities.

Declare: You must spend 1 asydrazor point each time a friendly FIRST PHALANX unit uses this ability. Pick a friendly unit in combat to use this ability.

Effect: For the rest of the turn:
  • That unit can use a RETREAT ability and still use SHOOT and/or CHARGE abilities later in the turn.
  • No mortal damage is inflicted on that unit by RETREAT abilities.
KEYWORDSASYDRAZOR

Any Charge Phase
THE SPEAR OF ASPHOREN: Those Idoneth who wish to follow the example of legendary commander Asphoren must strike at the foe like the surging tide.

Declare: You must spend 1 asydrazor point each time a friendly FIRST PHALANX unit uses this ability. Pick a friendly unit that is not in combat to use this ability.

Effect: Add 1 to charge rolls for that unit for the rest of the turn.
KEYWORDSASYDRAZOR

Your Combat Phase
THE SWORD OF GWYNNAR: To emulate Queen Gwynnar is to anticipate the enemy’s next move and gain the upper hand in combat.

Declare: You must spend 1 asydrazor point each time a friendly FIRST PHALANX unit uses this ability. Pick a friendly unit in combat to use this ability.

Effect: That unit has STRIKE-FIRST for the rest of the turn.
KEYWORDSASYDRAZOR


Heroic Traits

HERO only
Once Per Battle, Reaction: You declared an ASYDRAZOR ability for a friendly FIRST PHALANX unit wholly within 12" of this unit
PRODIGY OF THE ASYDRZOR: A true product of the Deepkin’s martial enlightenment, this warrior is renowned for their strategic brilliance.

Effect: No asydrazor points are spent to use that ability.


Artefacts of Power

HERO only
Passive
CREST OF THE IONRACH: This crystal relic of the Ionrach is granted only to its greatest heroes and most rigorous defenders.

Effect: This unit has WARD (6+).


Bond-beast Traits

A Bond-beast Trait is a unique enhancement that can be given to FIRST PHALANX CAVALRY units. A unit can only have 1 Bond-beast Trait.

Passive
VOID CHILL DARKNESS: This breed can turn the ethersea around it ice-cold and dark.

Effect: Subtract 1 from hit rolls for attacks that target this unit if this unit charged this turn.

Passive
DEEP CONNECTION: These mounts are so attuned to their riders' emotions that they can instinctively predict their next command.

Effect: Ignore the effect of the Companion weapon ability on this unit’s weapons.

Reaction: You declared the ‘Redeploy’ command for this unit
SWIFT-FINNED SKIRMISHER: These mounts are so attuned to their riders' emotions that they can instinctively predict their next command.

Effect: If you roll a 1-3 when determining the distance that this unit can move, you can use a value of 4 instead.

Army of Renown

Wardens of the Chorrileum

When you pick the Idoneth Deepkin faction for your army, you can choose for it to be a Wardens of the Chorrileum Army of Renown. If you do so, use the faction rules in this section instead of the Idoneth Deepkin faction rules. Every unit in your army must be drawn from the units listed in the roster options box below. All units in your army gain the CHORRILEUM keyword.

ROSTER OPTIONS

Battle Traits

Once Per Battle (Army), Deployment Phase
THE OCEAN CONCEALS: Hidden by the froth and churn of the ethersea, an Eidolon of Mathlann can emerge in the very midst of its enemies.

Declare: THis ability must be used to deploy the friendly CHORRILEUM EIDOLON instead of the ‘Deploy Unit’ ability or the ‘Deploy Regiment’ ability.

Effect: Set up the friendly CHORRILEUM EIDOLON in reserve awaiting a summons. It has now been deployed.
KEYWORDSDEPLOY

Passive
SPIRITS OF THE CHORRILEUM: The spirit matter that animates an Eidolon is a malleable force that ebbs and surges in power as battle ensues.

Effect: Each turn, you can gain up to 1 chorrileum spirit point. You gain 1 chorrileum spirit point the first time 1 of the following occurs in a turn:
  • You make an unmodified casting roll of 8 or more for a friendly ISHARANN WIZARD.
  • An enemy unit is destroyed while it is within 12" of any friendly ISHARANN units.
  • A friendly unit is destroyed while it is wholly within 12" of any friendly ISHARANN units or while it is contesting an objective you control

Once Per Battle (Army), Your Combat Phase
CALL FORTH THE TSUNAMI: When summoned to defend the legacy of the Idoneth, an Eidolon’s fury is terrible indeed.

Declare: You can only use this ability if you have 3 or more chorrileum spirit points. Pick a friendly unit awaiting a summons to be the target.

Effect: Set up the target anywhere on the battlefield. Then, inflict D3 mortal damage on each enemy unit in combat with it.

Once Per Turn (Army), Any Combat Phase
WRATH OF THE MATHLANN: Calling upon every vestige its of strength and rage, the Eidolon comes crashing down upon the foe.

Declare: Pick a friendly CHORRILEUM EIDOLON unit that has not used any RAMPAGE abilities this turn to use this ability.

Effect: That unit can use 2 FIGHT abilities this phase. After the first is used, however, that unit has STRIKE-LAST for the rest of the turn. The unit using this ability cannot use any other RAMPAGE abilities for the rest of the turn.
KEYWORDSRAMPAGE


Heroic Traits

HERO only
Passive
SERVE THE ENCLAVE: With the fate of their people at stake, this hero inspires a fearless resolve in those Namarti under their command.

Effect: While this unit and a friendly CHORRILEUM NAMARTI unit are contesting the same objective, this unit has a control score of 10 that cannot be modified.


Artefacts of Power

HERO only
Once Per Battle, Your Hero Phase
AMMONITE CARNYX: This war-horn is carved from pearlescent shell. When blown, its thundering call summons every nearby Idoneth to battle.

Declare: Pick a friendly CHORRILEUM NAMARTI unit that has been destroyed to be the target.

Effect: Set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 12" of this unit and more than 9" from all enemy units.


Spell Lore

Your Hero Phase
6
ESSENCE OF THE CHORRILEUM: The powerful energies of an Idoneth soul-reef can heal flesh and mend shattered bones.

Declare: Pick a friendly CHORRILEUM WIZARD to cast this spell, pick a visible friendly CHORRILEUM unit wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: If the target is NAMARTI, you can return D6 slain models to it. Otherwise, Heal (D3) the target
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
SLIPSTREAM: The wizard deftly manipulates the surging currents of the ethersea to aid allies.

Declare: Pick a friendly CHORRILEUM WIZARD to cast this spell, pick a visible friendly CHORRILEUM unit that is not in combat and is wholly within 12" of them to be the target, then make a casting roll of 2D6.

Effect: The target can move up to D6". at move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSSPELL


Manifestation Lore

Your Hero Phase
8
SUMMON INCARNATE OF THE DEEP: The spellcaster awakens a terrifying manifestation of the ocean’s wrath.

Declare: If there is not a friendly Incarnate of the Deep on the battlefield, pick a friendly CHORRILEUM WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: Set up an Incarnate of the Deep wholly within 12" of the caster, visible to them and more than 9" from all enemy units.
KEYWORDSSPELL, SUMMON

Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat after any non-FIGHT combat phase abilities have been used, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

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

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.
If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Once Per Battle Round, Any Hero Phase
UNPREDICTABLE TIDE: Only the Deepkin can anticipate the mercurial currents of the ocean.

Declare: You can only use this ability if you did not use it in the previous battle round and you have not used any other TIDAL abilities this battle round. Pick a friendly IDONETH DEEPKIN unit that is not in combat to be the target.

Effect: Remove the target from the battlefield and set it up again wholly within 7" of a battlefield edge and more than 9" from all enemy units.
KEYWORDSTIDAL
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

1.1 Power Level
Each WIZARD and PRIEST has a power level shown after the keyword, e.g. WIZARD (2). A WIZARD’s casting power level determines how many Spell abilities they can use per phase. A PRIEST’s chanting power level determines how many PRAYER abilities they can use per phase.

MULTIPLE POWER LEVELS
  • If an ability references a unit’s power level and that unit has more than one power level, use whichever power level is higher.
  • If an ability modifies a unit’s power level and that unit has more than one power level, it modifies both.
Banish Manifestation
Your Hero Phase
BANISH MANIFESTATION: The wizard or priest disrupts the arcane forces sustaining a manifestation, wiping it from existence.

Declare: Pick a friendly WIZARD or PRIEST to use this ability, pick a MANIFESTATION within 30" of them that was not summoned this turn to be the target, then make a banishment roll of 2D6. Add 1 to the banishment roll for each additional enemy MANIFESTATION on the battlefield after the first.

Effect: If the banishment roll equals or exceeds the banishment value listed on the MANIFESTATION’s warscroll, it is banished and removed from play.
KEYWORDSBANISH

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

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

The IDONETH DEEPKIN and WIZARD keywords are used in the following Idoneth Deepkin warscrolls:

3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a FIRST PHALANX.

Cavalry Hero
Infantry Hero
Infantry
Cavalry
Monster
3.2 The General
You must pick 1 HERO in your army that is leading a regiment to be your general. If any units in your army have the WARMASTER keyword, you must pick one of those units to be your general. Your general’s regiment can include up to 4 non-HERO units in addition to your general.
3.5 Regiments of Renown
In addition to creating your own regiments, you can also spend points to include 1 Regiment of Renown. Regiments of Renown are pre-built regiments, each with their own special abilities. The rules for each Regiment of Renown will specify which factions can include it. A unit in a Regiment of Renown cannot be your general even if it is a WARMASTER.

  • You cannot include more than one Regiment of Renown in your army unless otherwise specified in the notes column of that regiment’s battle profile.
  • Units in a Regiment of Renown cannot use (but can be picked as the target of, if otherwise eligible) any faction rules from the faction they are allied into, including enhancements and lores.
  • If an ability allows you to set up a replacement unit (Core Rules, 24.2) for a unit in a Regiment of Renown, that unit also counts as being part of that Regiment of Renown.

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

Enemy Movement Phase
1
REDEPLOY: Taking initiative, the warriors hastily reposition to respond to enemy movements.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Each model in that unit can move up to D6". That move cannot pass through or end within the combat range of an enemy unit.
KEYWORDSMOVE, RUN

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

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

1.1 Army Roster
These rules will explain how to create an army roster to prepare for a battle. You can find a blank army roster printable copy below:

Deployment Phase
DEPLOY UNIT: Additional forces take to the field.

Declare: Pick a unit from your army roster that has not been deployed to be the target.

Effect: Set up the target unit wholly within friendly territory and more than 9" from enemy territory. After you have done so, it has been deployed.
KEYWORDSDEPLOY
Deployment Phase
DEPLOY REGIMENT: A mighty hero leads their retinue into battle.

Declare: Pick a regiment from your army roster to be the target. No units in that regiment can have already been deployed.

Effect: Keep using DEPLOY abilities without alternating until all units in that regiment have been deployed. You cannot pick units that are not in that regiment as the target of any of those DEPLOY abilities.
KEYWORDSDEPLOY
24.1 Reserve Units
Some abilities allow you to set up units in reserve. These units are placed to one side instead of being set up on the battlefield. At the start of the fourth battle round, units that were set up in reserve using a DEPLOY ability and that are still in reserve are destroyed.

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

32.1 Contesting Objectives
Unless otherwise specified, if an objective is within a model’s combat range, that model is contesting that objective. If any models in a unit are contesting an objective, that unit is contesting that objective.

Each unit can only count as contesting a single objective for the purposes of determining objective control (see 32.2). Before determining objective control, for each of their units contesting two or more objectives, the active player must pick one of those objectives for it to contest. Then, their opponent does the same.

Designer’s Note: For purposes other than determining objective control, a unit can contest more than one objective.
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.

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