12" 8 4+ 2 Allopexes are vicious predators of the deep, known for their voracious appetites. As Akhelian bond-beasts, they are more dangerous still, boasting scythed fins and deadly back-mounted harpoon launchers. Even the bravest fear these finned menaces. | ||
| RANGED WEAPONS | Rng | Atk | Hit | Wnd | Rnd | Dmg | ||
| Razorshell Harpoon [Anti-MONSTER (+1 Rend)] | ||||||||
| Razorshell Harpoon Anti-MONSTER (+1 Rend) | 18" | 2 | 3+ | 2+ | 1 | 3 | ||
| Retarius Net Launcher [Anti-CAVALRY (+1 Rend)] | ||||||||
| Retarius Net Launcher Anti-CAVALRY (+1 Rend) | 18" | 2 | 3+ | 2+ | 1 | 3 | ||
| MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | |||
| Allopex’s Ferocious Bite [Anti-MONSTER (+1 Rend), Companion] | ||||||||
| Allopex’s Ferocious Bite Anti-MONSTER (+1 Rend), Companion | 3 | 4+ | 2+ | 2 | 2 | |||
| Barbed Hooks and Blades | ||||||||
| Barbed Hooks and Blades | 4 | 3+ | 4+ | 1 | 1 | |||
Passive |
Any Shooting Phase |
KEYWORDS | CAVALRY, FLY |
| ORDER, IDONETH DEEPKIN, AELF, AKHELIAN |
| 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. |
| Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities). | ||
Your Movement Phase |
| KEYWORDS | CORE, MOVE, RETREAT |
| ||
| Q: | If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model? |
| A: | No. |
Passive |
| ||
| In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes. | ||
| Q: | If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian? |
| A: | Yes. |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
Your Charge Phase |
| KEYWORDS | CORE, MOVE, CHARGE |
| Q: | When using the ‘Charge’ ability, does my unit need to end the charge move within 1⁄2" of an enemy unit that was visible to the charging unit at the start of that charge move? |
| A: | No. It must end the charge move within 1⁄2" of an enemy unit that is visible to the charging unit when it finishes that charge move. |
| Q: | If an ability adds to or subtracts from the number of dice that make up a charge roll, is that a modifier to the charge roll? |
| A: | No. |
The ORDER keyword is used in the following Idoneth Deepkin warscrolls:
The IDONETH DEEPKIN keyword is used in the following Idoneth Deepkin warscrolls:
The AELF keyword is used in the following Idoneth Deepkin warscrolls:
The AKHELIAN keyword is used in the following Idoneth Deepkin warscrolls:
Your Movement Phase |
| KEYWORDS | CORE, MOVE |
Passive |
| When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying! | ||
| Q: | If an ability that allows a unit to move states that the unit cannot move into combat (e.g. Normal Move), does FLY allow that unit to move across an enemy unit’s combat range? |
| A: | Yes. |
The FLY keyword is used in the following Idoneth Deepkin warscrolls:
The CAVALRY keyword is used in the following Idoneth Deepkin warscrolls: