Idoneth Deepkin – Akhelian Allopex

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IDONETH DEEPKIN WARSCROLL
Akhelian Allopex
12"
8
4+
2
Sleek and powerfully built, an Allopex can outpace most other denizens of the oceans. It can scent the merest drop of blood from many leagues away, and when hungry, it will consume almost anything it comes across. Only through magic are the Idoneth able to bind Allopexes to handlers, for the beasts’ urge to kill is irrepressible, and only trained Akhelians known as Embailors are skilled enough to steer them. The combination of Embailor and beast is highly effective in battle, and Akhelian commanders have learnt to use the Allopex’s speed and ferocity to great effect in soul-raids. For long-range offensive capability, each Akhelian Allopex bears a harpoon launcher, effectively turning the creature into a highly manoeuvrable weapon platform. Sometimes called the ‘whispering death’ after the sound it makes, the harpoon launcher can be loaded with two kinds of ammunition, each designed to slay different types of enemy. Razorshell harpoons can be loaded and fired in quick succession and are particularly effective against monstrous targets. Retarius nets, meanwhile, are woven from Hyshian sun-siren hair so strong and fine that those entangled in them are torn apart in their struggle to free themselves.
IDONETH DEEPKIN WARSCROLL
Akhelian Allopex
RANGED WEAPONS
RngAtkHitWndRndDmg
Razorshell Harpoon [Anti-MONSTER (+1 Rend)]
Razorshell Harpoon
Anti-MONSTER (+1 Rend)
18"23+2+13
Retarius Net Launcher [Anti-CAVALRY (+1 Rend)]
Retarius Net Launcher
Anti-CAVALRY (+1 Rend)
18"23+2+13
MELEE WEAPONS
AtkHitWndRndDmg
Allopex’s Ferocious Bite [Anti-MONSTER (+1 Rend), Companion]
Allopex’s Ferocious Bite
Anti-MONSTER (+1 Rend), Companion
34+2+22
Barbed Hooks and Blades
Barbed Hooks and Blades43+4+11
BATTLE PROFILE

Unit Size: 1      Points: 180
Base size: 90 × 52mm
Can be reinforced: No

This unit is armed with Barbed Hooks and Blades, Allopex’s Ferocious Bite and 1 of the following options:
  • Razorshell Harpoon
  • Retarius Net Launcher

Passive
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.

Any Shooting Phase
ENSNARED: The Akhelians are experts at ensnaring their prey with a well-placed harpoon or Retarius net.

Declare: Pick an enemy MONSTER or CAVALRY unit that had any damage points allocated to it this turn by this unit’s shooting attacks to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, subtract 1 from the number of dice rolled when making charge rolls for the target, to a minimum of 1.

KEYWORDS
CAVALRY, FLY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).

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Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


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!

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

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

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

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

© Vyacheslav Maltsev 2013-2024