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 allegiance abilities to a range of warscrolls and warscroll battalions. The rules are split into the following sections.


Books

BookKindEditionLast update
  Idoneth Deepkin
  Idoneth DeepkinBattletome3April 2024
  Battlescroll: Impending Vermindoom
  Battlescroll: Impending VermindoomRulebook3April 2024
  Dawnbringers Book III: The Long Hunt
  Dawnbringers Book III: The Long HuntExpansion3April 2024
  Regiments of Renown
  Regiments of RenownWarscroll3February 2024
  Warhammer Underworlds: Deathgorge
  Warhammer Underworlds: DeathgorgeWarscroll3October 2023
  Dawnbringers Book I: Harbingers
  Dawnbringers Book I: HarbingersExpansion3June 2023
  Warhammer Legends: Monstrous Arcanum
  Warhammer Legends: Monstrous ArcanumExpansion3August 2021

Designers’ Commentary

Battletome: Idoneth Deepkin

Q:If I have multiple Akhelian King units in my army, can I use the Lord of Tides ability with each Akhelian King unit?
A:
No, the Lord of Tides ability can only be used once, regardless of the number of Akhelian King units in the army.
Q:How many scenery pieces can I set up if I use the Rune of the Surging Gloomtide artefact of power?
A:
You must set up 2 scenery pieces either touching or more than 3" from each other as described in the set-up rules on the Gloomtide Shipwreck warscroll. The rule text for the Rune of the Surging Gloomtide describes where on the battlefield these scenery pieces can be set up.
Q:Can units affected by the Flood Tide ability from the Tides of Death battle trait both shoot and charge if they ran in the same turn?
A:
No.

Allies


Battle Traits

Enclaves

Each of the different Idoneth enclaves has its own culture and methods of waging war.

You can pick 1 of the following subfactions for your army (core rules, 27.2.1). All IDONETH DEEPKIN units in your army gain the keyword of the subfaction you picked, and you can use the allegiance abilities for that subfaction. If a unit already has a different subfaction keyword on its warscroll, it cannot gain another one. This does not preclude you from including the unit in your army, but you cannot use the allegiance abilities for its subfaction.

Forgotten Nightmares

The Idoneth disappear from the consciousness of their enemies almost instantly, leaving only a feeling of unease, like a dimly remembered nightmare.

Friendly IDONETH DEEPKIN units can only be picked as the target of a shooting attack if they are the closest eligible target to the attacking model.

Tides of Death

The Idoneth Deepkin destroy their enemies like the relentless tides of a perilous sea, building up their attack to a crashing crescendo and then receding to leave nothing but death in their wake.

A different Tides of Death ability applies to your army in each battle round, as shown on the Tides of Death table below.
BATTLE ROUNDABILITY
1

Low Tide

The Idoneth Deepkin move towards the foe, their appearance eerily refracted and distorted, like an object seen through water.

In this battle round, friendly IDONETH DEEPKIN units are treated as being in cover.

2

Flood Tide

The Idoneth Deepkin attack suddenly, swirling around the foe and trapping the unwary.

In this battle round, friendly IDONETH DEEPKIN units can run and still shoot or charge in the same turn.

3

High Tide

The Idoneth Deepkin surge forward and fall upon the foe, smashing them with the speed and fury of gale-blown waves.

In this battle round, the strike-first effect (core rules, 12.4) applies to friendly IDONETH DEEPKIN units.

4

Ebb Tide

Their work done, the Idoneth Deepkin withdraw from the fray, leaving the enemy’s dead behind like flotsam on a storm-wracked beach.

In this battle round, friendly IDONETH DEEPKIN units can retreat and still shoot or charge in the same turn.

5+

Repeat the four Tides of Death steps, starting with Low Tide.


Isharann Rituals

The Isharann use their arcane talents for a wide range of tasks, including building, healing, soul harvesting and war. They draw energies from the realms, the seas and their own repressed emotions, and can perform esoteric rituals that unleash this dark power upon the battlefield.

In the first battle round, after the players have received their starting command points but before the start of the first turn, if your army includes any ISHARANN units, you can pick 1 of the following Isharann rituals to influence the ethersea during the battle.

ISHARANN RITUALS TABLE
Ritual of the Creeping Mist: This ritual beckons the chilling fogs of the ethersea to blind the enemy.
Friendly IDONETH DEEPKIN units that are affected by the Low Tide ability cannot be picked as the target of a shooting attack unless the attacking model is within 12" of that unit.
Ritual of the Surging Stream: This ritual summons swift currents in the ethersea that speed the advance of the Idoneth as they launch their assault upon the foe.
Add 1 to run rolls and charge rolls for friendly IDONETH DEEPKIN units that are affected by the Flood Tide ability.
Ritual of Deep-sight: This ritual imbues the ethersea with energies and stimuli that are more readily perceived by the blind Namarti, enhancing their already exceptional senses in the face of danger.
Friendly NAMARTI units that are affected by the High Tide ability have a ward of 5+.
Ritual of the Spiteful Riptide: Under the influence of this ritual, the irresistible pull of the ethersea as the Idoneth suddenly recede snatches unwary enemies from their feet and drags them to their doom.
Before a friendly IDONETH DEEPKIN unit that is affected by the Ebb Tide ability retreats, roll a dice for each enemy unit within 3" of that unit. On a 4+, that enemy unit suffers D3 mortal wounds.

Command Traits

Traits of the Akhelians

AKHELIAN HERO general only.

Born From Agony

The unimaginable suffering the Idoneth endured before their liberation from Slaanesh has inured this warrior to pain.

At the end of the battleshock phase, you can roll a dice for this general. On a 6, heal all wounds allocated to this general.

Lord of Storm and Sea

This general is a living embodiment of the glory of Mathlann, and is an inspiration to all those that still worship the Lord of the Deeps.

Do not take battleshock tests for friendly IDONETH DEEPKIN units wholly within 12" of this general.

Unstoppable Fury

When the Idoneth fall upon their foe at the climax of a battle, this warrior is an unstoppable force.

While this general is affected by the High Tide ability from the Tides of Death table, for each enemy unit within 3" of them when they fight in the combat phase, add 2 to the Attacks characteristic of their melee weapons until the end of that phase.


Traits of the Isharann

ISHARANN HERO general only.

Hunter of Souls

This general seeks neither glory or territory; their only interest is the capture of mortal souls.

At the start of the combat phase, if this general is within 3" of an enemy HERO or enemy unit champion, you can roll a dice. On a 3+, that enemy HERO or unit champion suffers D3 mortal wounds.

Merciless Raider

This grim-eyed warrior has no empathy for his victims and lacks any form of kindness or forgiveness.

If the unmodified hit roll for an attack made by this general is 6, that attack automatically wounds the target (do not make a wound roll).

Teachings of the Túrscoll

This Isharann utilises their potent arcane talents to manipulate the ethersea to allow their Phalanx to dominate the battlefield.

If this general is on the battlefield at the start of the first battle round, before priority is determined, you can declare that the Tides of Death table will be reversed for your army. If you do so, the Ebb Tide ability applies in the first battle round, the High Tide ability applies in the second battle round, the Flood Tide ability applies in the third battle round, and the Low Tide ability applies in the fourth battle round. From the fifth battle round, the four Tides of Death steps are repeated in this order, starting with Ebb Tide.


Traits of the Eidolons

EIDOLON general only.

Ancient Pride

This incarnation of Mathlann fights with the stubborn pride of a thousand Idoneth souls.

If the unmodified hit roll for an attack made with a melee weapon that targets this general is 1 or 2, that attack fails and the attack sequence ends.

Nightmare Legacy

The repressed horror of the Idoneth’s long incarceration emanates from this dark-visaged Eidolon in palpable waves of doom.

ASPECT OF THE STORM only. At the end of the charge phase, you can pick this general to carry out a monstrous rampage even though it is not a MONSTER.

Endless Sea Storm

This manifestation of Mathlann relentlessly batters the foe with endless waves of arcane energy.

ASPECT OF THE SEA only. If this general successfully casts a spell that is not unbound with an unmodified casting roll of 7+, this general can attempt to cast 1 extra spell in that phase.

Artefacts of Power

Akhelian Artefacts

AKHELIAN HERO only.

Disharmony Stones

These rare deepwater rocks can be attuned to the soul-force of a mortal being. If two of them are struck together, the resulting burst of discordant energy can cause dreadful harm to those connected to them.

Once per battle, at the start of your hero phase, pick up to 2 enemy HEROES within 12" of the bearer. Your opponent must then choose 1 of the following options:

a) Roll a dice for each HERO you picked. On a 3+, that HERO suffers 1 mortal wound.

b) Roll a dice for each HERO you picked. On a 5+, that HERO suffers D3 mortal wounds.

c) Each HERO you picked suffers D3 mortal wounds. Then, roll a dice. On a 4+, the bearer suffers D3 mortal wounds.

Potion of Hateful Frenzy

Distilled from the blood of the mighty ketus-shark, this potion turns the drinker into a hate-fuelled engine of destruction but leaves them exhausted once the effects wear off.

Once per battle, at the start your hero phase, you can say the bearer will drink this potion. If you do so, until the end of that turn, add 1 to hit rolls and wound rolls for attacks made by the bearer, add 1 to the Attacks characteristic of the bearer’s melee weapons and add 1 to run rolls and charge rolls for the bearer. However, at the start of the next hero phase, the bearer suffers D3 mortal wounds and cannot pile-in until the end of that turn.

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.

If the unmodified hit roll for an attack that targets the bearer is 6, all effects that would be triggered by that roll are ignored.


Isharann Artefacts

ISHARANN HERO only.

Dritchleech

Incredibly rare, these worms feed upon magic and are capable of draining arcane energies. The Isharann long ago became inured to the dritchleech’s effects, but the same cannot be said for other spellcasters.

Subtract 1 from casting rolls, unbinding rolls and dispelling rolls for enemy WIZARDS within 18" of the bearer. This ability has no effect on IDONETH DEEPKIN units.

Rune of the Surging Gloomtide

This runic sigil can be used to summon a phantasmal riptide that hastens the arrival of ancient wreckages adrift in the great currents of the ethersea.

Once per battle, at the end of your first movement phase, you can say that the bearer will summon a Gloomtide Shipwreck from the ethersea. If you do so, you can set up 1 Gloomtide Shipwreck wholly within 12" of the bearer and more than 3" from all models, objectives, other terrain features, endless spells and invocations, and add it to your army.

Brain Barnacles

Dreaded parasites of the deep, brain barnacles are microscopic arthropods native to the ethersea which the Idoneth harvest and capture in vials. When released, the tiny creatures seek to attach themselves to the brain of any sentient creature and feed off their thoughts.

Once per battle, at the start of your hero phase, you can pick 1 enemy HERO within 12" of the bearer and roll 2D6. If the roll in inches is equal to or greater than the distance between the bearer and that enemy HERO, subtract 1 from hit rolls and wound rolls for that enemy HERO for the rest of the battle.


Eidolon Artefacts

EIDOLON HERO only.

Bio-shock Shell

This mollusc shell has fossilised within a Fangmora den over thousands of years. It has absorbed so much of the creatures’ crackling energy that it now acts as a generator, whose pent-up electrical fury can be released by the bearer at need.

Once per battle, at the start of the combat phase, you can say the bearer will use the Bio-shock Shell. If you do so, pick 1 enemy HERO within 9" of the bearer that is visible to them and roll 3D6. If the roll is greater than that enemy HERO’s Bravery characteristic, the strike-last effect applies to that enemy HERO until the end of that phase.

Whorlshell

This spirit-sensitive shell opens a whirling passageway through the ethersea that allows its audience to view the bearer’s most repressed memory. Those without the strength of will to bear the knowledge of this terrible secret find themselves pulled into an abyss of despair.

Once per battle, at the start of the combat phase, you can say the bearer will unleash the power of the Whorlshell. If you do so, until the end of that phase, if the unmodified hit roll for an attack made with a melee weapon that targets the bearer is 1 or 2, that attack fails and the attack sequence ends.

Kraken Tooth

This fragment of the sword-length tooth of a Ghurish kraken can be used to summon a manifestation of the ferocious beast’s slavering maw.

Once per battle, in your shooting phase, you can pick 1 enemy unit within 12" of the bearer that is visible to them and roll a dice. Then, look up the result below:

1None Binds the Kraken: The bearer suffers D3 mortal wounds.
2-5The Kraken is Released: The target suffers D3 mortal wounds.
6A Tasty Morsel: Pick 1 model from the target unit. If that model has a Wounds characteristic of less than 10, it is slain. If that model has a Wounds characteristic of 10 or more, that model suffers 2D6 mortal wounds.

Mount Traits

You can pick 1 DEEPMARE and 1 LEVIADON in your army to have 1 of the following mount traits.

Bond-beast Traits

Swift-finned Impaler

This steed wields the spiral horn on its brow to devastating effect.

DEEPMARE only. If the roll for this unit’s Deepmare Horn ability is 6, the target suffers D6 mortal wounds instead of D3 mortal wounds.

Savage Ferocity

Few foes can withstand the snapping jaws, raking talons and lashing tails of this ferocious Deepmare.

DEEPMARE only. Add 1 to the Attacks characteristic of this unit’s Fangs and Talons and its Lashing Tails.

Voidchill Darkness

This abyssal breed of Deepmare can turn the ethersea around it ice-cold and dark.

DEEPMARE only. Subtract 1 from hit rolls for attacks made by enemy units that are within 3" of this unit.

Ancient

The carapace of this beast is encrusted with thick layers of algae and clusters of shardshells.

LEVIADON only. If the Rend characteristic of a weapon used for an attack that targets this unit is -1, change it to ‘-’ for that attack.

Denizen of the Darkest Depths

Born in the crushing depths, this beast has evolved an unbelievably strong skeleton and shell.

LEVIADON only. Subtract 1 from wound rolls for attacks made with melee weapons that target this unit that have a Damage characteristic of 1.

Reverberating Carapace

The honeycombed shell of this beast amplifies the effect of its crew’s void drum.

LEVIADON only. Increase the range of this unit’s Void Drum ability from 12" to 15".

Spell Lores

Lore of the Deeps

IDONETH DEEPKIN HERO WIZARD (including Unique units) only.

Steed of Tides

The wizard conjures a watery elemental to transport themselves or a comrade.

Steed of Tides is a spell that has a casting value of 5 and a range of 6". If cast, pick 1 friendly HERO that is not a MONSTER and that is within range and visible to the caster. Remove that HERO from the battlefield and set it up again on the battlefield more than 9" from all enemy units. A unit set up with this ability cannot move in the following movement phase.

Counter-current

The wizard summons a powerful current in the ethersea that flows against the advance of a group of foes, hindering their progress.

Counter-current is a spell that has a casting value of 6 and a range of 18". If cast, pick 1 enemy unit within range and visible to the caster. Until your next hero phase, halve run rolls and charge rolls for that unit.

Pressure of the Deep

The wizard enfolds their victim in a shimmering bubble of crushing force.

Pressure of the Deep is a spell that has a casting value of 7 and a range of 12". If cast, pick 1 enemy model within range that is visible to the caster and roll a dice. If the result is greater than that model’s Wounds characteristic, that model is slain.

Arcane Corrasion

The spellcaster pushes forth a wave of aetheric energy that picks up rubble from the ground and hurls it at the foe.

Arcane Corrasion is a spell that has a casting value of 6 and a range of 12". If cast, pick 1 enemy unit within range and visible to the caster. Worsen the Rend characteristic of that unit’s melee weapons by 1 until your next hero phase.

Enclaves

Ionrach

As the oldest of the Idoneth enclaves, the Ionrach are heirs to a legacy of deeds that have shaped the destiny of their entire race. Their Akhelian leaders are particularly aware of their people’s proud history, and they strive ever to live up to the storied actions of their forebears.

Legacy of Glory: The Akhelian leaders of the Ionrach are unmatched in their strategic daring, a quality that has inspired the enclave’s Phalanxes to many glorious victories.
You can carry out this heroic action with a friendly IONRACH AKHELIAN HERO instead of any other heroic action you can carry out with that HERO. If you do so, pick 1 friendly IONRACH AKHELIAN unit wholly within 12" of that HERO. Until the end of that turn, you can choose for that unit to be affected by either the Flood Tide or Ebb Tide ability from the Tides of Death table in addition to any other abilities from the Tides of Death table they are affected by.

Nautilar

The Phalanxes of the Nautilar have grown expert in defending their moving city, turning to the might of their Leviadon guardians to ensure its continued safe passage. Consequently, the ma’harrs of the enclave have perfected the art of performing line-shattering assaults with these beasts.

Crushing Assault: At a command from its ma’harr, the Leviadon performs a trained manoeuvre, plunging deep into the melee and utilising its great mass and monstrous strength to crush heavily armoured foes.
You can carry out this monstrous rampage with a friendly NAUTILAR LEVIADON instead of any other monstrous rampage you can carry out with that Leviadon. If you do so, change the Rend characteristic of that Leviadon’s Massive Scythed Fins and Crushing Jaws to -3 until the end of the next combat phase.

Mor’phann

Surrounded by chill mists and speaking in voices little more than whispers, even other Idoneth find the Mor’phann disquieting. The skill of their Soulrenders at healing Namarti mid-battle is second to none, though they are extremely secretive about the exact methods they employ.

Soul-magic Adepts: Mor’phann Soulrenders raise Namarti back almost as quickly as they fall in battle.
If the Lurelight ability of a friendly MOR’PHANN SOULRENDER affects a friendly MOR’PHANN NAMARTI unit, add 3 to the number of slain models that are returned to that unit.

Fuethán

The militant Fuethán care little for words, far preferring actions and deeds. They make widespread use of Allopexes in their Phalanxes, seeing much of their own ferocity in these apex ocean predators.

Bloodthirsty Shiver: The Allopexes of the Fuethán prowl the battlefield ingroups, overwhelming their prey with lightning speed and unrelenting aggression.
You can include Bloodthirsty Shivers in your army. If the unmodified hit roll for an attack made by a unit in a Bloodthirsty Shiver is a 6, that attack automatically wounds (do not make a wound roll).

Dhom-hain

Other enclaves believe the Dhom-hain exhibit degrees of savagery unbecoming of aelves, likening them to the less enlightened races. In turn, the Dhom-hain wilfully ignore the other enclaves, considering them arrogant, misguided and overly meddlesome.

Namarti Savages: The Namarti warriors of the Dhom-hain are renowned as especially fearsome and cunning fighters with an instinctual understanding of the flow of battle.
If you take the first turn in the current battle round, in your combat phase, after a friendly DHOM-HAIN NAMARTI unit has fought for the first time in that phase, if there are no enemy units within 3" of that DHOM-HAIN NAMARTI unit, you can attempt a charge with that unit if it is within 12" of any enemy units. If that DHOM-HAIN NAMARTI unit finishes that charge move within 1/2" of an enemy unit, you can pick that unit to fight for a second time in that phase when it is your turn to do so. If you take the second turn in the current battle round, friendly DHOM-HAIN HEROES can issue the Redeploy command up to 3 times in the same phase. If a friendly DHOM-HAIN HERO does so, each command must be received by a friendly DHOM-HAIN NAMARTI unit. No command point is spent the second and third times this unit issues that command in that phase.

Briomdar

Seeking reclusion, the Idoneth that became the Briomdar branched off from the Ionrach and settled in the Green Gulch in Ghyran. The undersea forests of that region have since had much influence on their development. They are masters of stealth and ambush, and can move swiftly through dense terrain.

Supreme Soulscryers: The exemplary skill of Briomdar Soulscryers sets them apart from their counterparts in other enclaves. They are experts at guiding their raiding parties to encircle and entrap their prey.
During deployment, if you set up a friendly BRIOMDAR SOULSCRYER using the Finder of Ways ability, up to 3 friendly BRIOMDAR IDONETH DEEPKIN units can join that SOULSCRYER instead of up to 2. In addition, when you set up any units that join that SOULSCRYER, you can set up those units wholly within 12" of that SOULSCRYER and more than 9" from all enemy units.

Classic Path to Glory

Path to Glory campaigns centre around collecting and fighting battles with a warband in the Age of Sigmar. Champions fight each other and gather followers to join them in their quest for glory, taking advantage of this age of unending battle to win glory and renown.

In order to play Path to Glory campaigns you have to follow rules described here.

These Path to Glory campaign rules are not compatible with the latest version of the Path to Glory rules from the Core Book. You can still use them to run a ‘classic’ Path to Glory campaign, or you can use the rules from the Core Book to run a ‘modern’ Path to Glory campaign.

Idoneth Deepkin Warband Tables

Use the following tables to determine the champion that leads your warband, the followers that make up the units which fight at their side, and the rewards they can receive after battle.
CHAMPION TABLE
ChampionFollowers
Akhelian King3 units
Isharann Tidecaster4 units
Isharann Soulscryer4 units
RETINUE FOLLOWERS TABLE
D6Followers
1-410 Namarti Thralls
5-610 Namarti Reavers
ELITE RETINUE FOLLOWERS TABLE (uses 2 rolls, or 1 roll and 1 Glory Point)
D6Followers
1-23 Akhelian Morrsarr Guard
3-43 Akhelian Ishlaen Guard
5-61 Akhelian Allopex
HERO FOLLOWERS TABLE
D6Followers
1-61 Soulrender
MONSTER TABLE (uses 3 rolls, or 1 roll and 2 Glory Points)
D6Followers
1-61 Akhelian Leviadon

Followers Rewards Table

D6REWARD
1

Bodyguard

Add 1 to the Attacks characteristic of melee weapons from this unit while the unit is wholly within 9" of your champion.

2

Deadly

Re-roll hit rolls of 1 for this unit in the combat phase.

3

Cruel

Re-roll wound rolls of 1 for this unit in the combat phase.

4

Swift

Add 2" to this unit’s Move characteristic.

5

Resilient

Re-roll save rolls of 1 for this unit.

6

Veterans

You can re-roll one failed hit, wound or save roll for this unit each turn.


Champion Rewards Table

2D6REWARD
2

Legacy of Slaanesh

You lose 1 Glory Point. In addition, your champion cannot gain any further rewards for the rest of the campaign.

3

Hungry for Souls

Roll a dice for your champion in each of their hero phases. On a roll of 5 or 6, they are overcome by an uncontrollable desire to reap as many souls as possible – your champion can run and charge in this turn, and you can re-roll hit and wound rolls of 1 for them until your next hero phase. However, your champion must finish any moves that they make closer to the nearest enemy model than they were at the start of the move.

4

Sea Guardians

Once per battle, in the combat phase, your champion can call down a shoal of ethereal spirit guardians to harry the foe. If they do so, for that combat phase, subtract 1 from the hit rolls of enemy models within 6" of your champion.

5

Master-crafted Weapon

Pick one weapon used by your champion (it cannot be a weapon used by a mount). Add 1 to hit rolls for that weapon.

6

Vengeful Blow

You can add 1 to the Damage characteristic of one successful attack made by your champion in each combat phase. Add D3 to the Damage characteristic instead if the target has the SLAANESH keyword.

7

Unnatural Swiftness

Add 2 to run and charge rolls you make for your champion.

8

Regal Bearing

Add 1 to the Bravery characteristic of your champion. In addition, add 1 to the Bravery characteristic of units from your warband that are wholly within 12" of your champion.

9

Extraordinary Endurance

Add 1 to your champion’s Wounds characteristic.

10

Tidal Magic

If your champion is a Tidecaster, add 1 to casting and unbinding rolls for your champion. If your champion is not a Tidecaster, pick a spell from the Lore of the Deeps; once per battle, in your hero phase, your champion can attempt to cast that spell.

11

Noble Blood

Roll a dice each time a wound or mortal wound is allocated to your champion. On a 6+, that wound is negated.

12

Lord of the Perpetual Deep

Roll a dice in your hero phase if your champion has been slain. On a 4+, your champion is reborn. Set up your champion anywhere on the battlefield that is within 1" of a Gloomtide Shipwreck and more than 6" from any enemy models. This counts as your champion’s move for the following movement phase.

PATH TO GLORY

The following section includes rules for your Path to Glory campaign if you are using an Idoneth Deepkin army.

Quota of Souls

To sustain the ever-growing Idoneth empire, the enclaves are charged with the retrieval of souls to both aid their capital city and bolster the ranks of their Phalanxes. The nature of this resource is especially rare, and in such demand that there is often too little to meet both their city’s quota and the needs of the Idoneth armies. Thankfully, however, there is no better opportunity for the warriors of the deep to meet their quota than through the tides of carnage.

Each time an enemy unit is destroyed by an attack made with a melee weapon by a friendly IDONETH DEEPKIN unit, you can say that your warriors will attempt to steal the souls of their defeated foes. If you do so, roll a number of dice for that enemy unit as described below. Each of these rolls is called an extraction roll. For each 4+, a soul from the destroyed unit is successfully stolen and your soul quota is increased by 1.

Destroyed Enemy UnitExtraction Rolls
HERO or MONSTER2D6
Wounds characteristic of 3 or more, not a HERO or MONSTER6
Wounds characteristic of 2 or less3

Gifts of the Soul-raids

Once captured, the souls of the defeated are returned to the Idoneth’s capital cities. Here, they are utilised by the Isharann to meet the constant demands of their empires, many of whom are more than aware of the gradually increasing deficit and the generals that skew the numbers to maintain their battlelines.

During step 2 of the aftermath sequence, you can spend souls from your soul quota to improve casualty rolls for a unit or to determine the outcome of an injury roll.

Before you make a casualty roll for an IDONETH DEEPKIN unit, if your soul quota is 3 or more, you can subtract D3 from your soul quota to reduce the number of dice you must roll for that casualty roll by 1.

Before you make an injury roll for an IDONETH DEEPKIN unit, if your soul quota is 3 or more, you can subtract D3 from your soul quota to treat that injury roll as a Minor Injury (do not roll the dice).

During step 7 of the aftermath sequence, each time you recuperate a unit that has suffered casualties or reinforce a unit on your order of battle, you can spend souls from your soul quota instead of glory points to meet the cost of doing so. In such cases, 1 soul is the equivalent of 1 glory point, and you can spend any combination of souls and glory points to meet the cost. Each time you spend a soul in this way, subtract 1 from your soul quota.

At the end of the aftermath sequence, you deliver the remaining souls to your capital city and your soul quota is reduced to 0.

Quests

When you pick a quest, you can pick from the following quests in addition to those in the Core Book.

QUEST

The Shelled Colossus

Leviadons are extremely long-lived creatures that can serve in the same Phalanx for generations. Over time, many develop useful adaptations that can aid them in battle.
Pick 1 LEVIADON from your order of battle that does not have a mount trait, and pick 1 mount trait from the Bond-beast Traits table. Note these down in your quest log.

At the end of a Path to Glory battle, you complete this quest if that LEVIADON destroyed any enemy units during the battle.

When you complete this quest, you can add the mount trait you picked to your vault but it can only be given to the LEVIADON you picked when you embarked on this quest (note down the name of the unit next to the mount trait). If that LEVIADON is removed from your order of battle, then remove the mount trait from your vault too.

QUEST

Essential Soul-raids

The soul-raids of Idoneth are not carried out for pretty vengeance; they are a stark necessity for their race’s very survival.
Write down that you are undertaking this quest in the Quest Reward section of your quest log.

At the end of each Path to Glory battle, add 1 quest point to the progress section of your quest log if you won a minor victory and add 3 quest points if you won a major victory.

Once you have gained 3 or more quest points, you can fight Path to Glory battles using the ‘Crescendo of Crashing Waves’ battleplan or the ‘The Reaping’ battleplan. If you win a minor victory or major victory in either battleplan, you complete this quest. The rewards of completing this quest are listed in the battleplan.

QUEST

Soul Skirmish

If the defences of a potential target for a raid are light enough, the enclaves will dispatch smaller tactical raiding parties to secure their treasure without the need to commit a full Phalanx.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and have at least 3 friendly IDONETH DEEPKIN units on the battlefield.

When you complete this quest, increase your soul quota by 1 for each friendly IDONETH DEEPKIN unit on the battlefield.

QUEST

Fat of the Land

Should the great Phalanxes of the Idoneth march to war, it is expected for them to return with a significant haul of stolen souls. If victory is generous enough, a surplus of souls is often secretly claimed by the victorious warriors as a means of escaping death in their next outing.
At the end of a Path to Glory battle, you complete this quest if you won a major victory and your soul quota numbers 12 or more souls.

When you complete this quest, in the next Path to Glory Battle you fight against an opponent who is using a Path to Glory army, you can heal D3 wounds allocated to each friendly IDONETH DEEPKIN unit on the battlefield at the start of each of your hero phases.

Veteran Abilities

Each time an IDONETH DEEPKIN unit on your Path to Glory roster gains a veteran ability, you can pick from the following veteran abilities in addition to those in the Core Book.

IDONETH DEEPKIN VETERAN ABILITIES
Soul Harvesters: Over many battles, these warriors have perfected the art of the strike that incapacitates but does not immediately slay, allowing the Soulrenders to perform their grim duty at their leisure and ensuring no souls elude capture by the Idoneth.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, increase your soul quota by 1 for each enemy model slain by an attack made by this unit in that phase.
Abyss Dwellers: These warriors let the fear of drowning fill the minds of their foes before delivering a swift killing blow to put them out of their misery.
This unit can use this veteran ability once per battle, at the end of your charge phase does so, until the end of that turn, this unit is affected by the High Tide ability from the Tides of Death table in addition to any other abilities from the Tides of Death table it is affected by, even if it is not the appropriate battle round.
Tsunami Strikers: At an unspoken command from their leader, this band of grizzled veterans pierces the enemy ranks as a combined force, overwhelming their targets in a fearsome torrent of attacks.
This unit can use this veteran ability once per battle at the start of the combat phase. When it does so, until the end of that phase, if the unmodified hit roll for an attack made with a melee weapon by this unit is 6, that attack scores 2 hits on the target instead of 1. Make a wound and save roll for each hit.
Flash-flood Militia: These Idoneth have trained to swiftly flow around and surround the foe, timing their assaults with the movements of the ethersea.
This unit can use this veteran ability once per battle, at the start of your hero phase. When it does so, until the end of that turn, this unit is affected by the Flood Tide ability in addition to any other Tides of Death ability it is affected by, even if it is not the appropriate battle round.
Summoners of the Gloomtide: These warriors favour fighting in the waters nearest to Gloomtide Shipwrecks to best utilise the protection they provide. Such is their dependence on these encrusted wrecks that they have devised a means of bringing them to the battlefield.
This unit can use this veteran ability at the start of your first hero phase. When it does so, you can set up a Gloomtide Shipwreck terrain feature that consists of 1 scenery piece wholly within 12" of this unit and more than 3" from all objectives and other terrain features.
Ritual Practitioners: After a lifetime of becoming attuned to the ethersea, these warriors have drawn from teachings of the Isharann and can contribute to their deadly battle-rituals.
This unit has the Master of the Ethersea ability from the Isharann Tidecaster warscroll.

Territories

When making an exploration roll, if the roll is 61-66, that roll will correspond to a territory on the table below. Alternatively, you can pick 1 result from the Territories table in the Core Book that corresponds to a roll of 21-42.

IDONETH DEEPKIN FACTION TERRITORIES (D66)
61 THE PITCH-BLACK ABYSS
Your scouts find nothing of value in this region.
This territory cannot be controlled.

62 CONCEALED WHIRLWAY
The tidal networks of these arcane vortexes allow the Idoneth to travel vast distances between the realms’ oceans in moments, allowing them to swiftly establish outposts in strategically advantageous locations.
This territory cannot be controlled, but you can pick any other territory from this table to control instead.

63 UNDERSEA VOLCANO
The elemental force of the thermal vents in this region can be harnessed by the Isharann to speed the Idoneth’s passage through the ethersea when they launch their soul-raids.
You can never have more than 1 territory of this type. This territory has no effect until it is upgraded.

[Upgrade 10GP] Ethersea Stream: During deployment in a Path to Glory battle, if you can set up reserve units, you can set up 1 friendly IDONETH DEEPKIN unit as a reserve unit in addition to any other units you can set up as reserve units. If you do so, at the end of your movement phase, you can set up that unit on the battlefield more than 7" from all enemy units.

64 DESERTED ISLAND
This isolated sliver of land will provide a useful position to monitor enemy movements and further protect the borders of your domains.
You can never have more than 1 territory of this type. In step 4 of the aftermath sequence, roll a dice if you won a major victory in the battle. On a 3+, add 1 to the number of quest points you gain towards your quest (if applicable).

65 SEAMOUNT OVERLOOK
This well-placed natural vantage point gives your enclave greater scope through the fog of war, helping you to identify potential targets for soul-raids or to determine if it is safe to expand your borders.
You can never have more than 1 territory of this type. Each time you upgrade a territory, reduce the cost of doing so by D3 glory points (to a minimum of 0).

[Upgrade 15GP] Established Observatory: You can make 2 exploration rolls in the aftermath sequence instead of 1.

66 CHORRILEUM PLATEAU
Your scouts discover an ideal location for a new chorrileum, which will bring respite to your everdwindling soul quota.
This territory has no effect until it is upgraded. You can never have more than 1 territory of this type.

[Upgrade 10GP] Rooted Soul Reef: At the start of the aftermath sequence, you can add 3 to your soul quota.

Battleplan

Crescendo of Crashing Waves

An Idoneth Deepkin soul-raid starts with the Idoneth emerging from the sea as close as possible to their target. Though most peoples of the realms remain ignorant of the Idoneth’s true nature, legends of mysterious invaders from the ocean have prompted some of the more cautious coastal communities to station sentinels to guard the shoreline from a sudden attack. However, everyone has a plan until they feel the creeping fog of the ethersea...

QUEST BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using an Idoneth Deepkin army, has embarked on the Essential Soul-raids quest and has earned 3 or more quest points.

THE ARMIES
The player embarked on the Essential Soul-raids quest is the Idoneth player and their opponent is the sentinel. The Idoneth player must use an Idoneth Deepkin army.

THE BATTLEFIELD
This battle is fought on the shoreline of an established settlement, and appropriate terrain features should be used to represent this.

FACTION TERRAIN
The sentinel can set up a faction terrain feature.

DEPLOYMENT
The sentinel sets up their army first, wholly within their territory and more than 9" from the shoreline battlefield edge.

The Idoneth player then picks 1 point on the shoreline battlefield edge and sets up 3 friendly units wholly within 9" of that point and more than 9" from all enemy units. The remaining units in the Idoneth player’s army start the battle in reserve and will arrive as described later (see ‘The Second Wave’).

FIRST TURN
The Idoneth player takes the first turn in the first battle round.

THE SECOND WAVE
When the time is right, you command your vanguard to emerge from the sea and slay any enemy warriors guarding the shoreline to clear a path for the main force.
At the end of their movement phase, the Idoneth player can say that 1 or more of their reserve units will enter the battlefield from the shoreline battlefield edge. If they do so, measure the start of the moves for the models in that unit from anywhere on the shoreline battlefield edge.

HIDDEN AMBUSHES
With the patrols of the shoreline established, it is now a matter of time to await the signal. And this time, you’re ready to give the raiders the welcome they deserve...
At the start of the Idoneth player’s hero phase, the sentinel must roll a dice for each unit in the Idoneth player’s army that is on the battlefield. On a 1, until the Idoneth player’s next hero phase, subtract D6" from that unit’s Move characteristic. On a 2-4, until the Idoneth player’s next hero phase, that unit cannot shoot. On a 5+, that unit is unaffected.

RAIDING FORCE
Your enclave cannot afford for these land creatures to prevent you from securing your objective.
At the start of the Idoneth player’s hero phase, they can pick any number of friendly units that are wholly within 6" of the exit edge of the battlefield and more than 3" from all enemy units and say they will push further inland to secure more souls. Remove the models in
those units from play, but do not count them as being slain.

BATTLE LENGTH
The battle lasts for 5 battle rounds or until one player wins a major victory.

GLORIOUS VICTORY
The Idoneth player wins a major victory if there are no units on the battlefield at the end of a battle round.

The sentinel wins a major victory if no units have pushed further inland by the end of the fifth battle round.

If at least 1 but fewer than half of the units in the Idoneth player’s army have pushed further inland, the sentinel wins a minor victory. On any other result, the Idoneth player wins a minor victory.

PATH TO GLORY REWARDS
If the Idoneth player wins the battle, in step 7 of the aftermath sequence, they can add 1 additional new unit to their order of battle.

BONUS RENOWN
At the end of the battle, each unit on the battlefield gains 1 renown point.


Battleplan

The Reaping

The purpose of an Idoneth Deepkin raid is terrifyingly simple: to harvest souls from the races on land and transport the spirit-stuff back to the Idoneth’s enclave. Faced with a fate worse than death, the defenders must do everything in their power to save their people from the aelves by escorting the vulnerable to safety.

QUEST BATTLEPLAN
This battleplan is used with the Path to Glory battlepack in the Core Book. You can use this battleplan if one player is using an Idoneth Deepkin army, has embarked on the Essential Soul-raids quest and has earned 3 or more quest points.

THE ARMIES
The player embarked on the Essential Soul-raids quest is the Idoneth player and their opponent is the guardian. The Idoneth player must use an Idoneth Deepkin army.

THE BATTLEFIELD
This battle is fought on the outskirts of an inhabited settlement, and appropriate terrain features should be used to represent this. In addition, set up 3 objective markers as shown on the map.

FACTION TERRAIN
The guardian can set up a faction terrain feature.

DEPLOYMENT
The players then alternate setting up units 1 at a time, starting with the guardian. Each player must set up their units wholly within their territory and more than 6" from their opponent’s territory.
The players continue to set up their units until both armies have been set up. If one player finishes setting up their army first, their opponent must set up the rest of the units in their army, one after another.

FIRST TURN
The Idoneth player takes the first turn in the first battle round.

TERRIFIED CIVILIANS
The army in front of you has come from the sea and, according to fragmented reports, is intent on abducting those in your charge. You must do everything in your power to rescue the population from the invaders by evacuating them to a nearby fortified settlement.
In this battle, the objective markers are referred to as ‘population markers’, and each represents a group of civilians. The guardian must move each population marker in their movement phase. If the closest unit to a population marker before it is moved is a unit from the guardian’s army, then the guardian can move that marker up to 6" in any direction. If the closest unit to a population marker before it is moved is a unit from the Idoneth player’s army, then the guardian must move that marker in a straight line as far as possible up to 6" directly away from that unit.

Population markers move in the same manner as a model that can fly, but must finish all moves more than 3" from all units in the Idoneth player’s army. If a population marker finishes a move within 1" of the settlement battlefield edge, that group of civilians is evacuated and the marker is removed from the battlefield.

If there are more models from the Idoneth player’s army within 3" of a population marker than there are models from the guardian’s army at the end of a turn, that group of civilians is reaped and the marker is removed from the battlefield.

BATTLE LENGTH
The battle lasts until no population markers are on the battlefield.

GLORIOUS VICTORY
The Idoneth player wins a major victory if 2 or more groups of civilians have been reaped when the battle ends.

The guardian wins a major victory if 2 or more groups of civilians have been evacuated when the battle ends.

The Idoneth player wins a minor victory if 1 group of civilians has been reaped and none have been evacuated when the battle ends.

The guardian wins a minor victory if 1 group of civilians has been evacuated and none have been reaped when the battle ends.

Any other result is a draw.

PATH TO GLORY REWARDS
If the Idoneth player wins the battle, in step 7 of the aftermath sequence, they can reduce the casualty score of 1 unit on their order of battle to 0.

BONUS RENOWN
At the end of the battle, each unit on the battlefield gains 1 renown point.

MATCHED PLAY

If the battlepack you are using says that you must pick grand strategies and battle tactics for your army, you can pick from the following lists as well as those found in the battlepack you are using.

Grand Strategies

After you have picked your army, you can pick 1 of the grand strategies below and record it on your army roster.

METHODS OF THE SOUL-HARVEST
Idoneth Deepkin army only.

Akhelian Pursuit: When the battle ends, you complete this grand strategy if there are 3 or more friendly AKHELIAN units wholly within enemy territory.
The Creeping Gloomtide: When the battle ends, you complete this grand strategy if there are any Gloomtide Shipwrecks in your army on the battlefield and all of them are more than 3" from all enemy units.
Dominion of the Deep Ones: When the battle ends, you complete this grand strategy if the only MONSTERS on the battlefield are friendly LEVIADONS.
Namarti Assault: When the battle ends, you complete this grand strategy if 2 or more friendly NAMARTI units are within 3" of any enemy units, or if the only Battleline units on the battlefield are friendly NAMARTI units.

Battle Tactics

At the start of your hero phase, you can pick 1 battle tactic from the list below. You must reveal your choice to your opponent, and if your battle tactic instructs you to pick something, you must tell your opponent what you pick. You have until the end of that turn to complete the battle tactic. You cannot pick the same battle tactic more than once per battle.

THE CURRENTS OF BATTLE
Idoneth Deepkin army only.

Assassins of the High Tide: You complete this battle tactic if 2 or more enemy units are destroyed during this turn by attacks made by friendly IDONETH DEEPKIN units that are affected by the High Tide ability.
Predators of the Deep: Pick 1 unit in your opponent’s starting army that is on the battlefield, that has a Wounds characteristic of 8 or more and that has 0 wounds allocated to it. You complete this tactic if that unit is destroyed during this turn by a friendly AKHELIAN ALLOPEXES unit.
Revenge of the Namarti: You complete this battle tactic if an enemy HERO or MONSTER is destroyed during this turn by an attack made by a friendly NAMARTI unit.
Deny Trespassers: Pick 1 Gloomtide Shipwreck in your army that is within 12" of any enemy units. You complete this battle tactic if that Gloomtide Shipwreck is more than 12" from all enemy units at the end of this turn.
Trapped in the Undercurrents: You complete this battle tactic if 3 or more friendly IDONETH DEEPKIN units retreated and made a charge move during this turn.
Isharann Defiance: When you reveal this battle tactic, pick 1 objective wholly within enemy territory. At the end of this turn, you complete this battle tactic if you control that objective and there is a friendly ISHARANN unit within 6" of that objective.

Rune of the Surging Gloomtide

This runic sigil can be used to summon a phantasmal riptide that hastens the arrival of ancient wreckages adrift in the great currents of the ethersea.

Once per battle, at the end of your first movement phase, you can say that the bearer will summon a Gloomtide Shipwreck from the ethersea. If you do so, you can set up 1 Gloomtide Shipwreck wholly within 12" of the bearer and more than 3" from all models, objectives, other terrain features, endless spells and invocations, and add it to your army.

17.1.1 Cover
A target unit is in cover if all of the models in the unit are wholly on a terrain feature or behind a terrain feature. Add 1 to save rolls for attacks that target a unit that is in cover. A unit that has a Wounds characteristic of 10 or more or that has made a charge move in the same turn does not receive the benefit of being in cover.
8.3 Run
When you pick a unit to run, you must make a run roll for the unit by rolling a dice. Add the run roll to the Move characteristic of all models in the unit until the end of that phase. You can then move each model in that unit a distance in inches equal to or less than their modified Move characteristic. No part of a run can be within 3" of an enemy unit. You cannot shoot or attempt a charge later in the turn with a unit that has run. Units cannot run if they are within 3" of an enemy unit.
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.

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

Leader

Low Tide

The Idoneth Deepkin move towards the foe, their appearance eerily refracted and distorted, like an object seen through water.

In this battle round, friendly IDONETH DEEPKIN units are treated as being in cover.

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.

Flood Tide

The Idoneth Deepkin attack suddenly, swirling around the foe and trapping the unwary.

In this battle round, friendly IDONETH DEEPKIN units can run and still shoot or charge in the same turn.

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

Battleline
None

High Tide

The Idoneth Deepkin surge forward and fall upon the foe, smashing them with the speed and fury of gale-blown waves.

In this battle round, the strike-first effect (core rules, 12.4) applies to friendly IDONETH DEEPKIN units.

14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. 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, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.

Ebb Tide

Their work done, the Idoneth Deepkin withdraw from the fray, leaving the enemy’s dead behind like flotsam on a storm-wracked beach.

In this battle round, friendly IDONETH DEEPKIN units can retreat and still shoot or charge in the same turn.

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

Leader
1.4.2 Your General
After you have picked your army, you must pick 1 model in your army to be your general. Generals are used to generate command points (see 6.0).
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.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.

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

Leader
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

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

Leader
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
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.
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.
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.

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

Leader

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

Leader

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

Leader

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

Behemoth
• Merwyrm

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

Leader

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

Leader
Battleline
None
Behemoth

The MOR’PHANN and NAMARTI keywords are used in the following Idoneth Deepkin warscrolls:

Battleline
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 DHOM-HAIN and NAMARTI keywords are used in the following Idoneth Deepkin warscrolls:

Battleline
Redeploy
As the enemy draw close, battle-hardened warriors adjust their position to leave their foe at a disadvantage.
You can use this command ability in the enemy movement phase after an enemy unit finishes a normal move, run or retreat. The unit that receives the command must be within 9" of that enemy unit and more than 3" from all enemy units. You can make a D6" move with the unit that receives the command, but it must finish the move more than 3" from all enemy units and cannot shoot later in the turn.
13.1.2 Combat Attacks
When a friendly unit fights, you must make combat attacks with all of the melee weapons the models in the unit are armed with that they are allowed to use (including melee weapons used by the unit’s mounts, if there are any).

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

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

Leader
Battleline
None
Behemoth
Starting Armies
Several grand strategies and battle tactics refer to a player’s starting army. A player’s starting army is made up of the units in the army that were set up before the first battle round, including any reserve units. Units that are added to a player’s army after the battle has begun are not included, and neither are units that have been destroyed and subsequently returned to play.

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

Battleline
None

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