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:
|
|
Idoneth Deepkin |
Idoneth Deepkin | Battletome | 4 | July 2025 |
Legends Warscrolls |
Legends Warscrolls | Warscroll | 4 | June 2026 |
| 4 | April 2026 |
Scourge of Aqshy - Idoneth Deepkin |
Scourge of Aqshy - Idoneth Deepkin | Expansion | 4 | June 2026 |
Battle Profiles |
Battle Profiles | Rulebook | 4 | June 2026 |
| 4 | April 2026 |
Rules Updates |
Rules Updates | Rulebook | 4 | June 2026 |
| 4 | May 2026 |
| 4 | April 2026 |
| 4 | April 2026 |
Spearhead: Idoneth Deepkin - Soulraid Hunt |
Spearhead: Idoneth Deepkin - Soulraid Hunt | Expansion | 4 | April 2026 |
Daughters of Khaine |
Daughters of Khaine | Battletome | 4 | March 2026 |
Sylvaneth |
Sylvaneth | Battletome | 4 | March 2026 |
Disciples of Tzeentch |
Disciples of Tzeentch | Battletome | 4 | February 2026 |
Lumineth Realm-lords |
Lumineth Realm-lords | Battletome | 4 | February 2026 |
Regiments of Renown |
Regiments of Renown | Warscroll | 4 | September 2025 |
Grotmas Advent: Regiments of Renown |
Grotmas Advent: Regiments of Renown | Warscroll | 4 | September 2025 |
Kharadron Overlords |
Kharadron Overlords | Battletome | 4 | July 2025 |
Cities of Sigmar |
Cities of Sigmar | Battletome | 4 | July 2025 |
Regiments of Renown - Idoneth Deepkin |
Regiments of Renown - Idoneth Deepkin | Expansion | 4 | July 2025 |
Spearhead: Idoneth Deepkin - Akhelian Tide Guard |
Spearhead: Idoneth Deepkin - Akhelian Tide Guard | Expansion | 4 | July 2025 |
Scourge of Ghyran - Idoneth Deepkin |
Scourge of Ghyran - Idoneth Deepkin | Expansion | 4 | May 2025 |
Sons of Behemat |
Sons of Behemat | Faction Pack | 4 | January 2025 |
Stormcast Eternals |
Stormcast Eternals | Battletome | 4 | September 2024 |
Designers’ Commentary
Battletome: Idoneth Deepkin
| Q: | Is a unit that is picked to be the target of an Akhelian Allopex’s ‘Ensnared’ ability ensnared for the purposes of the Abyssal Tendril’s ‘Watery Clutch’ and ‘Crushing Coil’ abilities? |
| A: | No. |
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’.
TWIN TIDES: Though the Idoneth’s military structure is uncompromisingly rigid, their fluidity in battle is astounding. The Akhelians lead; the Namarti follow. Such discipline, alloyed to aelven speed and grace, has spelled the doom of numberless foes.
Used By: The friendly
AKHELIAN unit using that
ATTACK ability.
Effect: Pick a
visible friendly
NAMARTI unit that has not used an
ATTACK ability this phase to be the target.
- If this unit used a SHOOT ability, immediately after the Shoot ability used by this unit has been resolved, the target can be picked to use a SHOOT ability as if it were your shooting phase.
- If this unit used a FIGHT ability, immediately after the FIGHT ability used by this unit has been resolved, the target can be picked to use a FIGHT ability. If the target does so, for the rest of the phase, add 1 to the Attacks characteristic of its weapons but all of its attacks must target enemy units that had any damage points allocated to it this phase by this unit’s attacks.
TIDES OF THE SEA
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.
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.
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.
TIDES OF THE STORM
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.
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.
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.
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.
Namarti Corps
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
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
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
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
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
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.
Champions of the Tides
HERO only
|
| FORM OF THE FANGMORA | 20 |
| HUNTER OF SOULS | 0 |
| NIGHTMARE LEGACY | 0 |
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.
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)
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
|
| MERCILESS RAIDER | 0 |
| LORD OF STORM AND SEA | 0 |
| ENDLESS SEA-STORM | 0 |
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.
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.
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.
Champions of the Tides
HERO only
|
| ABYSSAL DWELLER | 0 |
| CURSED LINEAGE | 0 |
| ADHERENT OF KIR-NADARR | 0 |
ABYSSAL DWELLER: Hailing from the lightless depths, this champion can manipulate the ethersea so as to plunge areas into total darkness.
Declare: Pick an
objective within 18" of this unit to be the target.
Effect: For the rest of the battle, while enemy units are
contesting the target objective:
- Subtract the current battle round number from those units’ Move characteristic.
- Those units cannot use RUN, RETREAT or CHARGE abilities.
CURSED LINEAGE: This Idoneth channels the profound despair once felt by the Cythai and reflects it back at the foe, causing soul-deep wounds.
Declare: Pick a
visible enemy unit within 12" of this unit to be the target.
Effect: Roll a number of dice equal to your opponent’s
fury level. For each 3+, inflict 1
mortal damage on the target.
ADHERENT OF KIR-NADARR: This Idoneth has embraced the bellicose Way of the Storm, and so too do their warriors seek to embody the surging force of destruction.
Declare: Pick a
visible enemy unit within 12" of this unit to be the target.
Effect: You can spend 1
rage dice. If you do:
- Apply the effect below.
- If your opponent’s fury level is lower than yours, they must increase their fury level by 1, to a maximum of 7.
Otherwise, roll a dice. On a 3+, apply the effect below.
For the rest of the turn, ignore negative modifiers to
hit rolls and
wound rolls for
combat attacks made by friendly
IDONETH DEEPKIN units that target that enemy unit.
Relics of the Abyss
HERO only
|
| ARMOUR OF THE CYTHAI | 0 |
| LIFEKELP POD | 0 |
| DRITCHLEECH | 0 |
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.
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.
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.
Lore of the Deeps
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 and not
in combat 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.
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.
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.
Lore of the Abyss
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.
Ethersea Companions are unique
enhancements that can be given to
non-HERO IDONETH DEEPKIN units.
A unit can only have 1 Ethersea Companion.
|
| IRONSHELL BARNACLES | 20 |
| STONEFOOT ANEMONE | 10 |
| AQSHIAN SEA NETTLES | 10 |
IRONSHELL BARNACLES: Attaching themselves to hides and armour, the extra durability granted by these crustaceans is welcomed.
Effect:- If this unit is INFANTRY, subtract 1 from the Damage characteristic of weapons used for attacks that target it.
- If this unit is CAVALRY, subtract 1 from the Rend characteristic of weapons used for attacks that target it.
- If this unit is a MONSTER, ignore negative modifiers to run rolls and charge rolls for it.
STONEFOOT ANEMONE: The toxins in this creature’s sting render foes briefly immobile.
Declare: Pick a
visible enemy unit within 12" of this unit to be the target.
Effect: Roll a dice. On a 3+, the target cannot use
MOVE abilities for the rest of the turn.
AQSHIAN SEA NETTLES: Floating around their owners, these jellyfish instinctively lash out at nearby foes, causing panic and confusion.
Declare: Pick an enemy unit
in combat with this unit and that
charged this turn to be the target.
Effect: Spend 1
rage dice. If your opponent’s
fury level is lower than yours, they must increase their
fury level by 1, to a maximum of 7.
Then, for the rest of the turn:
- Other enemy units cannot use FIGHT abilities if the target is eligible to be picked.
- If possible, this unit must be picked to be the target of pile-in moves made by the target.
- All attacks made by models in the target unit within this unit’s combat range must target this unit.
Designer’s Note: This ability does not override the STRIKE-FIRST or STRIKE-LAST constraints.
Army of Renown
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.
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.
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.
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.
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.
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.
HERO only
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.
HERO only
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+).
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.
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.
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.
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
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.
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.
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
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.
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.
HERO only
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.
HERO only
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.
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
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.
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.
Here, you will find additional rules to use with an Idoneth Deepkin army while playing through a Path to Glory campaign. The Path to Glory content in this book is divided into two parts: the Anvil of Apotheosis and Paths for Idoneth Deepkin units.
The Anvil of Apotheosis
| | |
| Your Hero's WarscrollYou can download a blank warscroll from warhammer-community.com on which to record all of your hero’s details. | |
| | |
| | |
| The Anvil of Apotheosis is a hero creator. Using the rules in this section, you can create a custom warscroll for a HERO to use in your Path to Glory campaign. This can represent any miniature of your choosing, including one you have lovingly kitbashed or converted.
After the Anvil of Apotheosis, you will find 2 Paths for Idoneth Deepkin units. These follow the rules outlined for Paths in the Path to Glory battlepack you are using (e.g. Path to Glory: Ascension in the Core Book). | |
| | |
Step 1 - Set a Destiny Point Limit
The Anvil of Apotheosis uses a currency called
destiny points. First, you need to set a destiny point limit. This will determine how many destiny points you have to spend on your hero, what type of hero they will be and what their battle profile points cost will be.
Pick 1 of the following:
| HERO TYPE | DESTINY POINT LIMIT | BATTLE PROFILE POINTS COST | | Young Noble | 10 | 150 | | Lord of the Enclave | 30 | 250 | | Ethersea Regent | 50 | 350 |
|
Over the next few steps, you will pick options for your hero. Each option has a destiny point cost, abbreviated as DP. Keep a record of the number of destiny points you have spent. You cannot exceed the limit you have set.
Step 2 - Fill Out The Starting Warscroll
To begin with, your hero has the following warscroll:
| Thalassic Weapon |
| | Thalassic Weapon | 3 | 3+ | 4+ | 1 | 2 |
| HERO, INFANTRY |
| ORDER, IDONETH DEEPKIN, AELF |
Step 3 - Choose an Archetype
You must pick 1 of the following Archetypes for your hero:
| | |
| Your hero has the AKHELIAN keyword and the following regiment options:
| Regiment Options | Any IDONETH DEEPKIN units |
|
In addition, change the characteristics of your hero’s Thalassic Weapon to the following:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Thalassic Weapon | 5 | 3+ | 4+ | 1 | 2 |
|
| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Thalassic Weapon | | 5 | 3+ | 4+ | 1 | 2 |
|
| |
| | |
| | |
| Your hero has the ISHARANN and WIZARD (1) keywords and the following regiment options:
| Regiment Options | Any IDONETH DEEPKIN units |
|
| |
| | |
Step 4 - Choose a Companion
You can pick up to 1
Companion for your hero:
| | |
| SHOAL OF ZEPHYRFISH: The razor-sharp jaws of the Zephyrfish can cause grievous wounds.
Add the following weapon to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Shoal of Zephyrfish Shoot in Combat, Companion | 10" | 8 | 4+ | 5+ | 1 | 1 |
|
| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Shoal of Zephyrfish Shoot in Combat, Companion | | 10" | 8 | 4+ | 5+ | 1 | 1 |
|
ABYSSAL CEPHALOPOD: Ochtars and other deep-sea cephalopods are highly intelligent and protective creatures.INFANTRY only. Add the following abilities to your hero’s warscroll: ABYSSAL CEPHALOPODEffect: This unit’s Abyssal Cephalopod is a token. If it is removed from the battlefield, this unit cannot use the 'Pelagic Defender' ability.
PELAGIC DEFENDEREffect: Pick 1 of the following effects: - Pick an enemy unit in combat with this unit to be the target, then roll 8 dice. For each 5+, inflict 1 mortal damage on the target.
- This unit has WARD (5+) for the rest of the turn.
After resolving either effect, remove this unit’s Abyssal Cephalopod from the battlefield.
SEA-BEAST FAMILIAR: From the deadly Spinefin to the mysterious Phantasmaray, there are a host of sea creatures that accompany Idoneth heroes to battle and help them in various ways.INFANTRY only. Add the following abilities to your hero’s warscroll: SEA-BEAST FAMILIAREffect: This unit’s Sea-beast Familiar is a token. If it is removed from the battlefield, this unit cannot use the ’Deep-sea Aid’ ability.
DEEP-SEA AIDEffect: You can re-roll 1 hit roll, 1 wound roll, 1 save roll, 1 ward roll, 1 casting roll or 1 unbinding roll for this unit. After you have done so, remove this unit’s Sea-beast Familiar from the battlefield.
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Step 5 - Pick Your Hero's Origin And/Or Flaw
You can pick up to 1
origin and up to 1
flaw for your hero. Each adds an ability to your hero’s warscroll. However, instead of costing
destiny points, flaws give you extra destiny points to spend elsewhere.
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| OriginsROYAL LINEAGE: This warrior can trace their bloodline back to the first of the Cythai, and in battle they inspire their allies to great feats of bravery.
Effect: Add 1 to the control scores of friendly IDONETH DEEPKIN units while they are wholly within 12" of this unit.
PRODIGY OF THE ASYDRAZOR: Having completed their military training, this warrior has proved themselves to be a true master of the blade.
Effect: If this unit is AKHELIAN, add a number equal to the number of ranks this unit has earned on its Path to the Attacks characteristic of its Thalassic Weapon. For example, if this unit has earned the Legendary rank on its Path, add 4 to the Attacks characteristic of its Thalassic Weapon.
SWIFT AS THE GREAT CURRENT: This warrior moves with such fluid alacrity that they always strike the first blow in battle.
Effect: Roll a dice. Add 2 to the roll if this unit is INFANTRY. On a 4+, this unit has STRIKE-FIRST for the rest of the turn.
PRODIGY OF THE TURSCOLL: Tutored from a young age in the magical arts of the Idoneth, this warrior is now a potent wielder of the ethersea's might.
Effect: If this unit is ISHARANN, re-roll 1 of the dice in the casting roll.
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| FlawsLEGACY OF SLAANESH: A lingering corruption scars the soul of this warrior. It is an endless agony that they must endure.
Declare: This unit must use this ability at the end of each turn. Effect: Roll a dice. On a 4+, allocate 1 damage point to this unit (a ward roll cannot be made for that damage point).
PRIDE AND ARROGANCE: This warrior seeks out the most formidable champions of the enemy, losing themselves in the heat of battle.
Effect: While this unit is in combat with any enemy HEROES, all of its combat attacks must target an enemy HERO.
OVERLY CAUTIOUS: With their shield raised, this warrior guards themselves against oncoming attacks, even when offence would be the better choice.
Effect: Each time this unit is targeted by an attack, if you have any command points and a friendly unit has not already used the ’ All-out Defence’ command this phase, this unit must use the ’ All-out Defence’ command.
ISOLATIONIST: A recluse even amongst the Idoneth, this warrior shuns the company of their fellows.
Effect: This unit cannot be set up within 9" of any friendly units. In addition, friendly units cannot be set up within 9" of this unit.
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Step 6 - Choose a Battle Mount
You can pick up to 1
Battle Mount for your hero.
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| SEA-STEED: From the Fangmora Eels to the resplendent Deepmares, many are the sea creatures that the Idoneth have trained to be effective mounts.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Sea-steed's Fangs | 4 | 4+ | 3+ | 1 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Sea-steed's Fangs | | 4 | 4+ | 3+ | 1 | 2 |
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In addition, make the fo llowing changes to your hero’s warscroll: - Change the Move characteristic to 12".
- Change the Health characteristic to 7.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the following keywords: CAVALRY, FLY.
ALLOPEX: Swift, aggressive and utterly merciless, an Allopex is the perfect companion for an Idoneth who thrives on bloodshed.Add the following weapon to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Allopex’s Ferocious Bite Anti-MONSTER (+1 Rend), Companion | 3 | 4+ | 2+ | 2 | 2 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Allopex’s Ferocious Bite Anti-MONSTER (+1 Rend), Companion | | 3 | 4+ | 2+ | 2 | 2 |
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BLOODTHIRSTY PREDATORS: Allopexes are drawn towards the scent of freshly spilt blood.
Effect: Add 1 to the Attacks characteristic of this unit’s Allopex’s Ferocious Bite while it is within 6" of any damaged enemy units or while it is within 6" of any enemy units that had any models slain in the same turn.
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 12".
- Change the Health characteristic to 10.
- Change the Save characteristic to 4+.
- Replace the INFANTRY keyword with the following keywords: CAVALRY, FLY.
MIGHTY SEA-BEAST: The most skilled Ido neth can harness a titan of the sea to bear them to battle, whether that be a colossal Leviadon or one of the more esoteric creatures that lurk in the depths.Add the following weapon and ability to your hero’s warscroll: | MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Mighty Sea-beast’s Jaws Companion | 6 | 4+ | 2+ | 2 | 3 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Mighty Sea-beast’s Jaws Companion | | 6 | 4+ | 2+ | 2 | 3 |
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BATTLE DAMAGEDEffect: While this unit has 10 or more damage points, the Attacks characteristic of its Mighty Sea-beast’s Jaws is 3.
In addition, make the following changes to your hero’s warscroll: - Change the Move characteristic to 10".
- Change the Health characteristic to 16.
- Change the Save characteristic to 3+.
- Change the Control characteristic to 5.
- Replace the INFANTRY keyword with the following keywords: MONSTER, FLY.
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Step 7 - Pick any Battle Mount Upgrades
If your hero has a Battle Mount, you can pick any number of
Battle Mount Upgrades for them. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Formidable Bulk -2DP | Add 1 to your hero's Health characteristic. | | Rapid Striker -2DP | CAVALRY only. Add 2" to your hero’s Move characteristic. | | Mighty Biovoltaic Blast -5DP | CAVALRY only. Add the following ability to your hero’s warscroll:
MIGHTY BIOVOLTAIC BLAST: The ethersea darkens momentarily before this creature discharges a massive bolt of energy into the enemy lines.
Declare: If the unit charged this phase, pick an enemy unit within 1" of it to be the target. Effect: Roll a dice. On a 2+, inflict an amount of mortal damage on the target equal to the roll.
| | Mounted Crew -10DP | MONSTER only. Add the following weapons to your hero’s warscroll:
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | | Razorshell Harpoon Launchers Anti-MONSTER (+1 Rend) | 18" | 4 | 3+ | 2+ | 1 | 3 |
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| RANGED WEAPONS | | Rng | Atk | Hit | Wnd | Rnd | Dmg | Razorshell Harpoon Launchers Anti-MONSTER (+1 Rend) | | 18" | 4 | 3+ | 4+ | 1 | 3 |
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| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Crew's Spears and Harpoons | 4 | 3+ | 4+ | 1 | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | | Crew's Spears and Harpoons | | 4 | 3+ | 4+ | 1 | 1 |
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| | Void Drummer -5DP | MONSTER only. Your hero has WARD (5+). | | Clamping Bite -5DP | MONSTER only. Add the following ability to your hero’s warscroll. You cannot pick this upgrade if your hero has another RAMPAGE ability.
CLAMPING BITE: The mighty creature closes its colossal jaws on an enemy behemoth, attempting to lock it in place as it crunches its prey's bones.
Declare: Pick an enemy MONSTER within 1" of this unit to be the target. Effect: Roll a dice. On a 4+. inflict 3 mortal damage on the target. In addition, on a 6, the target has STRIKE-LAST for the rest of the turn.
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Step 8 - Pick any Other Upgrades
Pick any number of other upgrades for your hero. The same upgrade cannot be picked more than once.
| Upgrade | Effect | | Tactical Acumen -1DP | Add 1 to your hero's Control characteristic. | | Martial Grace -1DP | Add 1" to your hero's Move characteristic. | | Grim Resolve -2DP | INFANTRY only. Add 1 to your hero’s Health characteristic. | | Warding Currents -2DP | Your hero has WARD (6+). | | Duellist -3DP | The Hit characteristic of your hero’s Thalassic Weapon is 2+. | | Focused Hunter -3DP | Your hero’s Thalassic Weapon has Anti-X (+1 Rend), where X is 1 of the following keywords: INFANTRY, CAVALRY, MONSTER, WAR MACHINE, WIZARD or PRIEST. | | Shining Blade -4DP | Your hero’s Thalassic Weapon has Charge (+1 Damage). | | Ornate Armour -4DP | Your hero's Save characteristic is 3+. | | Deep-sea Companion -1DP | INFANTRY only. Add the following weapon to your hero’s warscroll:
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | | Deep-sea Companion’s Bite Companion | 2 | 4+ | 4+ | - | 1 |
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| MELEE WEAPONS | | Atk | Hit | Wnd | Rnd | Dmg | Deep-sea Companion’s Bite Companion | | 2 | 4+ | 4+ | - | 1 |
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| | Flurry of Attacks -1DP | You can only pick this upgrade if you picked the 'Deep-sea Companion' upgrade for your hero.
The Attacks characteristic of your hero’s Deep-sea Companion’s Bite is 3. | | Vicious Bite -1DP | You can only pick this upgrade if you picked the 'Deep-sea Companion' upgrade for your hero.
The Wound characteristic of your hero’s Deep-sea Companion’s Bite is 3+.
| | Serrated Bill -1DP | You can only pick this upgrade if you picked the 'Deep-sea Companion' upgrade for your hero.
The Rend characteristic of your hero’s Deep-sea Companion’s Bite is 1.
| | Oracle of the Enclave -8DP | WIZARD only. Your hero’s power level is 2. |
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| Path of The Perpetual Deep(IDONETH DEEPKIN HERO only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
BLADE OF THE CYTHAI: This warrior has been chosen to wield a rare heirloom blade of the Cythai - a weapon sharp enough to cut a god.
Effect: Add 1 to hit rolls for this unit’s combat attacks.
BLESSING OF MATHLANN: This warrior bears the mark of the long-dead god, a sure sign of their fortune and favour.
Effect: This unit has WARD (6+).
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
VOID STRIKE: With each swing of their blade, this hero unleashes an icy blast through the ethersea that freezes their foe's blood in their veins.
Effect: This unit’s melee weapons have Crit (Mortal) for the rest of the turn.
SOUL STEALER: This warrior is said to siphon the spirits of fallen foes to sustain them in battle.
Effect: If this unit is in combat, Heal (D3) this unit.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
RAPID ATTACKER: This mighty warrior ruthlessly hunts down the foes of the Idoneth and is often the first to draw the blood of the enemy.
Effect: Add 1 to the number of dice rolled when making charge rolls for this unit, to a maximum of 3.
GUARDIAN OF THE PHALANX: Those under the command of this hero have learnt to heed their orders meticulously and fight in welldisciplined cohesion.
Effect: For the rest of the turn, add 1 to save rolls for this unit and friendly NAMARTI units while they are within this unit’s combat range.
LEGENDARY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
PARAGON OF BATTLE: This hero has honed their martial prowess across countless battles.
Effect: Pick 1 of this unit’s melee weapons. Add D3 to the Attacks characteristic of that weapon for the rest of the turn.
RIDE THE MAELSTROM: At the bidding of this legendary hero, an ethersea vortex is conjured around them and transports them across the battlefield in the blink of an eye.
Effect: If this unit is not in combat, remove it from the battlefield and set it up again on the battlefield more than 9" from all enemy units.
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| Path of The Enclave(non-HERO IDONETH DEEPKIN unit only)
ASPIRING: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
REAPING STRIKES: These warriors are veteran soul-raiders who have mastered the swift, clean kill.
Effect: For the rest of the turn, add 1 to wound rolls for this unit’s combat attacks that target enemy INFANTRY units.
SWIFT SEA-RAIDERS: Few can outmatch the pace of the Idoneth.
Effect: Add 1" to this unit's Move characteristic.
ELITE: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
DEEP STALKERS: Coiling tendrils of deep-sea shadow cling to these warriors, masking them from the enemy.
Effect: If this unit is a non- reinforced, non-MONSTER unit, it is not visible to enemy units more than 12" from it. If this unit is a reinforced unit or a MONSTER, subtract 1 from hit rolls for attacks that target this unit made by units more than 12" from it.
THE FIRST WAVE: These elite warriors have earned their name by striking at the very forefront of the Idoneth Phalanxes.
Effect: This unit can immediately use the ’ Normal Move’ ability as if it were your movement phase.
MIGHTY: When a unit on this Path gains this rank, pick 1 of the following abilities for them:
FURY OF THE SEA: Akin to the surging sea, these warriors race towards the enemy.
Effect: Add 2 to charge rolls for this unit.
FURY OF THE STORM: Channelling the ocean's rage, these warriors strike with shattering force.
Effect: This unit’s melee weapons have Crit (2 Hits).
LEGENDARY: When a unit on this Path gains this rank, pick l of the following abilities for them:
THE CRASHING WAVE: These warriors smash into their foes like a violent flood, giving them no time to react.
Effect: This unit has STRIKE-FIRST.
GUARDED STANCE: Blows are deflected with skilled parries while these veterans time their perfect strike.
Effect: This unit has WARD (5+) against damage points inflicted by combat attacks if it has not used a FIGHT ability in the same phase.
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An Akhelian King or Queen always rides the current to battle accompanied by a Tide Guard of their finest warriors. These figureheads of the Idoneth military are far too vital to leave unprotected, even with their prodigious skill at arms. After all, the loss of even a single experienced raid leader could gravely damage the prospects of an Idoneth enclave. Akhelian bodyguards and Namarti warriors alike stand ready to put beast and body in the path of any blows intended for their master.
Morrsarr Guard sweep forth to annihilate deadly foes, charging and counter-charging with their voltspears to break up any concentrations of force. By contrast, their Ishlaen peers seldom leave the Akhelian King’s side, using their Fangmoras’ biovoltaic energy to create a protective barrier. The Akhelian King leads the assault atop their Deepmare, savaging the enemy with sword or polearm and inspiring their warriors through feats of arms and the sheer force of their presence. A less glorious but still vital role goes to a formation of Namarti Reavers, who harry the enemy with a relentless storm of accurate arrows loosed from their whisperbows.
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| This Spearhead army consists of the following units:
General Units - 3 Akhelian Morrsarr Guard
- 3 Akhelian Ishlaen Guard
- 10 Namarti Reavers
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ROYAL IMPERATIVE: Desperate to honour their liege, the Tide Guard strike a decisive blow.
You can only use this ability in the third battle round.
Effect: Pick 1 of the following effects to apply for the rest of the battle round:
Into Them!: Friendly units have
STRIKE-FIRST.
Strike Sure: Friendly units’ melee weapons have
Crit (Mortal).
Pick 1 of the following regiment abilities.
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: 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.
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: Pick a friendly unit
in combat to use this ability.
Effect: For the rest of the turn, each time that unit uses a
RETREAT ability, no
mortal damage is inflicted on it.
Give your general 1 of the following enhancements.
DUTIFUL SOULS: The Tide Guard will fight to protect their King even when gravely wounded.
Declare: Pick a friendly unit wholly within 12" of your general to be the target.
Effect: You can return 1
slain model to the target unit. If the target is an
INFANTRY unit, you can return D3
slain models to it instead.
VOLTAIC CHARGE: This general’s weapons crackle with electric power, ready to be discharged.
Effect: Your general’s Akhelian Royal Weapons have
Charge (+1 Damage).
SHIMMERING AMULET: This void-pearl amulet conceals its wearer behind a shimmering cloak of refracted magic.
Effect: Your general has
WARD (5+).
SOUL STEALER: This warrior is said to siphon the spirits of fallen foes to sustain them in battle.
Effect: If your general is
in combat,
Heal (D3) your general.
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| Akhelian Kings are the war leaders of the Idoneth enclaves. Mounted atop fierce and intelligent Deepmares, these inspiring commanders fight at the forefront of every battle, urging their Phalanxes forward as they wield their blades with deadly skill. | |
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| Akhelian Royal Weapons |
| | Akhelian Royal Weapons | 5 | 3+ | 4+ | 1 | 2 |
| Deepmare’s Fangs, Talons and Lashing Tails [Companion] |
| | Deepmare’s Fangs, Talons and Lashing Tails Companion | 4 | 4+ | 3+ | 1 | 2 |
RAIDERS' RESOLVE: The Akhelian King orders the warriors under their command to stand firm in the face of the enemy.
Declare: Pick another friendly unit wholly within this unit’s
combat range to be the target.
Effect: Roll a dice. On a 3+, add 1 to
save rolls for the target until the start of your next turn.
WAVE RIDER: When an Akhelian King charges the foe, they hit with the power of a crashing wave.
Declare: If this unit
charged this phase, pick an enemy unit within 1" of it to be the target.
Effect: Roll a D3. On a 2+, inflict an amount of
mortal damage on the target equal to the roll.
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| Armed with silent‑firing whisperbows, Namarti Reavers are the fast‑moving scouts and archers of the Idoneth Deepkin Phalanxes. Despite their eerie and disturbing lack of eyes, they are uncannily accurate, using senses other than sight to pinpoint their targets. | |
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| Whisperbow [Crit (Auto-wound)] |
| | Whisperbow Crit (Auto-wound) | 12" | 2 | 3+ | 4+ | 1 | 1 |
| Keening Blade |
| | Keening Blade | | 1 | 3+ | 4+ | - | 1 |
STRIKE ON THE MOVE: Namarti Reavers are experts at running out from cover to unleash a hail of deadly arrows.
Effect: This unit can use
SHOOT abilities even if it used a
RUN or
RETREAT ability in the same turn.
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| Swift and hard-hitting, Morrsarr Guard are the shock cavalry of the Akhelian warrior caste. Carried by their fearsomely swift Fangmora Eel steeds, the lowered voltspears of these elite riders strike with devastating force, unleashing a concentrated pulse of biovoltaic energy on impact. | |
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| Voltspear [Charge (+1 Damage)] |
| | Voltspear Charge (+1 Damage) | 2 | 3+ | 4+ | 1 | 1 |
| Fangmora’s Fangs and Lashing Tail [Companion] |
| | Fangmora’s Fangs and Lashing Tail Companion | 3 | 4+ | 3+ | 1 | D3 |
BIOVOLTAIC BLAST: The biovoltaic energy produced by Fangmora Eels is stored by Morrsarr Guard, ready to be discharged as a bolt of force when the time is right.
Declare: If this unit
charged this phase, pick an enemy unit within 1" of it to be the target, then roll a number of dice equal to the number of models in this unit.
Effect: For each 4-5, inflict 1
mortal damage on the target. For each 6+, inflict D3 mortal damage on the target. Add 1 to each roll if there are more models in the target unit than this unit.
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| Ishlaen Guard channel the bioelectricity of Fangmora mounts into their galv-shields, manifesting this energy as a sparking field that turns aside enemy blows. Thanks to this protective aura, the Ishlaen are often assigned as the bodyguards of Akhelian Kings or other high-ranking Idoneth, seeking the closest threats and laying them low with sweeps of their helsabres. | |
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| Helsabre |
| | Helsabre | 3 | 3+ | 4+ | 1 | 1 |
| Fangmora’s Fangs and Lashing Tail [Companion] |
| | Fangmora’s Fangs and Lashing Tail Companion | 3 | 4+ | 3+ | 1 | D3 |
BIOVOLTAIC BARRIER: The biovoltaic energy produced by Fangmora Eels is channelled by Ishlaen Guard into a crackling luminescent energy field that protects them from harm.
Declare: Pick an enemy unit
in combat with this unit to be the target.
Effect: Roll a dice. On a 3+, subtract 1 from the Attacks characteristic of the target unit’s weapons for the rest of the turn.
A Soulraid Hunt is launched whenever the Idoneth Deepkin sense valuable souls for the taking and wish to harvest them as swiftly and subtly as possible. An Isharann Soulscryer leads the hunt to its quarry, travelling along the eddying paths of the realms’ waterways before bursting upon the unsuspecting foe without warning or mercy. Bands of Namarti Thralls circle their targets like ocean predators, herding them like schools of panicked fish with sweeping strikes from their lanmari blades, their own losses considered to be of little importance when balanced against the greater Idoneth cause.
With the enemy corralled, it falls to the noble Akhelians to deliver a killing blow. The ethersea shifts as streamlined forms slither through the air, angling towards the foe with sinister eagerness. Their Fangmora Eel mounts snapping eagerly, the Morrsarr Guard charge into the fray, lances crackling with voltaic force as they punch through armour and flesh. In the cavalry’s wake comes the razor-finned nightmare known as an Allopex, its powerful jaws shredding its prey as an Akhelian rider fires shots from the harpoon launcher fixed to its harness. Soon the ethersea is stained red with the blood of the slain, and the aelves of the deeps can begin the process of harvesting precious souls.
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| This Spearhead army consists of the following units:
General Units - 3 Akhelian Morrsarr Guard
- 1 Akhelian Allopex
- 5 Namarti Thralls
- 5 Namarti Thralls
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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.
In each battle round, all friendly units have the
Tides of Death passive ability that corresponds to the current
battle round number, as shown in the table below.
| ROUND | ABILITY | | 1 | LOW TIDE: The Idoneth move towards the foe, their appearance eerily refracted and distorted. Effect: Subtract 1 from hit rolls for shooting attacks that target this unit. | | 2 | FLOOD TIDE: The Idoneth attack suddenly, swirling around the foe and trapping the unwary. Effect: This unit can use a RUN ability and still use SHOOT and/or CHARGE abilities later in the turn. | | 3 | HIGH TIDE: The Idoneth smash into the foe with the speed and fury of gale-blown waves. Effect: This unit has STRIKE-FIRST. | | 4 | EBB TIDE: The Idoneth withdraw, leaving the enemy’s dead behind like flotsam on a stormwracked beach. Effect: This unit can use a RETREAT ability and still use SHOOT and/or CHARGE abilities later in the turn. |
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Pick 1 of the following regiment abilities.
WAY OF THE CRESTING WAVE: The Thralls of this raiding party have been trained in techniques that see them strike like a tsunami.
Effect: Add 1 to the Rend characteristic of melee weapons used by friendly
Namarti Thralls units that
charged in the same turn.
ETHERSEA PREDATORS: The deep-sea beasts these warriors ride are driven into a feeding frenzy during battle.
Effect: Pick a friendly
CAVALRY unit that used a
FIGHT ability this turn.
Heal (D3) that unit.
Give your general 1 of the following enhancements.
ARCH-RITUALIST: This general is a master at manipulating the ethersea to conceal the approach of their forces.
Effect: Add 1 to rolls for your general’s ‘Ritual of the Creeping Mist’ ability.
MIND FLARE: A brilliant pulse of bioluminescence suddenly illuminates the gloom of the ethersea, temporarily blinding those unprepared for it.
Declare: Pick an enemy unit
in combat with your general.
Effect: Until the end of the phase, attacks made by that unit only score hits on unmodified
hit rolls of 6.
STEELSHELL ARMOUR: This pearlescent armour offers uncanny protection, regardless of the strength behind the blows that strike it.
Effect: Ignore all modifiers to
save rolls for your general (positive and negative).
DELICIOUS MORSELS: This general carries with them rare crustaceans favoured by Allopexes and Fangmora Eels.
Effect: Heal (1) each friendly
CAVALRY unit within your general’s
combat range.
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| Reclusive and mysterious even by the standards of the Isharann caste, Soulscryers are able to sense the richest sources of soul-stuff across the realms. They work their strange magics to navigate the utter darkness of the deep places and blanket the lands in creeping mists to disorient the foe. Their eldritch senses allow them to guide other Idoneth along hidden paths in the realms’ oceans and rivers, so that they can strike the foe from unexpected angles. | |
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| Scryfish Shoal [Shoot in Combat, Companion] |
| | Scryfish Shoal Shoot in Combat, Companion | 10" | 8 | 5+ | 5+ | - | 1 |
| Abyssal Touch |
| | Abyssal Touch | | 3 | 3+ | 4+ | - | D3 |
RITUAL OF THE CREEPING MIST: This ritual beckons the chilling fogs of the ethersea to blind the enemy.
Declare: Pick a
visible friendly unit wholly within 12" of this unit to be the target, then roll a dice.
Effect: On a 3+, until the start of your next turn, subtract 1 from
wound rolls for attacks that target that unit.
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| Allopexes are vicious predators of the deep known for their voracious appetites. As Akhelian bond-beasts, they are more dangerous still, boasting scythe fins and deadly back-mounted harpoon launchers. Even the bravest fear these blank-eyed terrors, and with good reason: as soon as it scents fresh blood, an Allopex enters a thrashing frenzy, tearing its prey limb from limb. | |
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| Razorshell Harpoon Launcher [Anti-MONSTER (+1 Rend)] |
| | Razorshell Harpoon Launcher Anti-MONSTER (+1 Rend) | 18" | 2 | 3+ | 2+ | 1 | 3 |
| Barbed Hooks and Blades |
| | Barbed Hooks and Blades | | 4 | 3+ | 4+ | 1 | 1 |
| Allopex’s Ferocious Bite [Companion] |
| | Allopex’s Ferocious Bite Companion | | 3 | 4+ | 2+ | 2 | 2 |
BLOODTHIRSTY PREDATORS: Allopexes are drawn towards the scent of freshly spilt blood.
Effect: Add 1 to the Attacks characteristic of this unit’s
Allopex’s Ferocious Bite if it is within 6" of any damaged enemy units or if it is within 6" of any enemy units that have had any models slain in the same turn.
| CAVALRY, FLY, REINFORCEMENTS |
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| The core infantry of the Idoneth Deepkin, Namarti Thralls advance into battle brandishing massive two-handed weapons known as lanmari. Despite their blindness and the heft of their blades, they whirl and chop with aelven grace, adapting their attacks to deal with whatever foe they face. | |
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| Lanmari [Anti-INFANTRY (+1 Rend)] |
| | Lanmari Anti-INFANTRY (+1 Rend) | 2 | 3+ | 4+ | 1 | 1 |
SWEEPING BLOWS: Lanmari can cut through weaker opponents as an Allopex cuts through a shoal of Scryfish, or they can be used to inflict grievous wounds on larger enemies.
Effect: Add 1 to the Damage characteristic of this unit’s
Lanmari for attacks that target an enemy
MONSTER.
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| Swift and hard-hitting, Morrsarr Guard are the shock cavalry of the Akhelian warrior caste. Carried by their fearsomely swift Fangmora Eel steeds, the lowered voltspears of these elite riders strike with devastating force, unleashing a concentrated pulse of biovoltaic energy on impact. | |
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| Voltspear [Charge (+1 Damage)] |
| | Voltspear Charge (+1 Damage) | 2 | 3+ | 4+ | 1 | 1 |
| Fangmora’s Fangs and Lashing Tail [Companion] |
| | Fangmora’s Fangs and Lashing Tail Companion | 3 | 4+ | 3+ | 1 | D3 |
BIOVOLTAIC BLAST: The biovoltaic energy produced by Fangmora Eels is stored by Morrsarr Guard, ready to be discharged as a bolt of force when the time is right.
Declare: If this unit
charged this phase, pick an enemy unit within 1" of it to be the target, then roll a number of dice equal to the number of models in this unit.
Effect: For each 4-5, inflict 1
mortal damage on the target. For each 6+, inflict D3 mortal damage on the target. Add 1 to each roll if there are more models in the target unit than this unit.