Idoneth Deepkin – Akhelian Ishlaen Guard

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14"
4
4+
7
WARSCROLL

Akhelian Ishlaen Guard

Ishlaen Guard are masters of the blade and redoubtable bodyguards, capable of deflecting incoming strikes with their sparking galv-shields even as they carve the foe apart with their flashing helsabres.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Helsabre
Helsabre1"33+3+-11
Fangs and Lashing Tail
Fangs and Lashing Tail1"33+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 160
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an AKHELIAN KING

Each model in an Akhelian Ishlaen Guard unit is armed with a Helsabre.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Akhelian Corps

FLY: This unit can fly.

MOUNT: This unit’s Fangmora Eels are each armed with Fangs and a Lashing Tail.

CHAMPION: 1 model in this unit can be a Lochian Prince. Add 1 to the Attacks characteristic of that model’s Helsabre.

STANDARD BEARER: 1 in every 3 models in this unit can be a Standard Bearer. Add 1 to the Bravery characteristic of this unit if it includes any Standard Bearers.

MUSICIAN: 1 in every 3 models in this unit can be a Musician. Add 1 to charge rolls for this unit if it includes any Musicians.

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.
Ignore modifiers (positive and negative) to save rolls for attacks that target this unit. In addition, this unit has a Save characteristic of 3+ instead of 4+ if it charged in the same turn.

KEYWORDS
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, AKHELIAN GUARD, ISHLAEN GUARD
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.
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.

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

Leader
Battleline
None
Behemoth
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).
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.
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).
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.

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

Leader
1.5.5 Dice Roll Modifiers
Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer to an unmodified roll are referring to the dice roll after re-rolls have been made but before modifiers are applied. If a rule instructs you to pick or change a roll, do so after re-rolls are made but before modifiers are applied.

In most cases, modifiers are cumulative. However, some dice rolls, such as hit and wound rolls, will specify that the roll cannot be modified by more than +1 or -1. When this is the case, add up all the modifiers that apply, and if the total is more than +1 or -1, treat it as being either +1 or -1 as appropriate.

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

None
© Vyacheslav Maltsev 2013-2024