Idoneth Deepkin – Akhelian Leviadon

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IDONETH DEEPKIN WARSCROLL
Akhelian Leviadon
10"
16
3+
5
Leviadons are immense, ill-tempered behemoths known for smashing a path through anything in their way. Hundreds of ships have been cracked in two by one of these shelled giants tearing through their hulls. Recognising the terrific power of the Leviadons, the Idoneth prize their use as mobile fortresses and linebreakers. So gargantuan and powerful is a Leviadon that only those reared by the Idoneth from infancy can be used in battle, for to tame one in the wild would surely be a death sentence. Protected by a nigh-impenetrable shell, the Leviadon is nearly impervious to missiles. Its natural destructive power is enhanced by a pair of pivotable harpoon launchers that are capable of a rapid rate of fire, thanks to the skill of their Akhelian operators. As if several inches of chitin did not offer enough protection, a Leviadon’s crew includes a Namarti void drummer who pounds out a relentless rhythm, sending forth concentric ripples of distortion that refract light in strange ways around the creature. Enemy troops find such patterns disruptive, making it difficult to aim at the approaching Leviadon or, indeed, any nearby Idoneth.
IDONETH DEEPKIN WARSCROLL
Akhelian Leviadon
RANGED WEAPONS
RngAtkHitWndRndDmg
Razorshell Harpoon Launchers [Anti-MONSTER (+1 Rend)]
Razorshell Harpoon Launchers
Anti-MONSTER (+1 Rend)
18"43+2+13
MELEE WEAPONS
AtkHitWndRndDmg
Leviadon’s Scythed Fins and Crushing Jaws [Crit (Mortal), Companion]
Leviadon’s Scythed Fins and Crushing Jaws
Crit (Mortal), Companion
74+2+23
Crew’s Spears and Harpoons
Crew’s Spears and Harpoons43+4+11
BATTLE PROFILE

Unit Size: 1      Points: 480
Base size: 120 × 92mm
Can be reinforced: No

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Leviadon’s Scythed Fins and Crushing Jaws is 5.

Passive
VOID DRUM: A void drummer rides on the back of every Akhelian Leviadon. The mesmerising rhythm that they beat out sends rippling currents through the air, distorting the outlines of the drummer’s comrades and making them hard to see.

Effect: Friendly IDONETH DEEPKIN units have WARD (5+) while they are wholly within 6" of this unit.

Once Per Turn (Army), Any Charge Phase
CRUSHING CHARGE: When a Leviadon charges into battle, it crushes the foe with its sheer mass.

Declare: If this unit charged this phase, pick an enemy INFANTRY unit within 1" of it to be the target.

Effect: Roll a dice. Add 1 to the roll if the target unit has more than 10 models. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
MONSTER, FLY, WARD (5+)
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN

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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.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
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’).
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Universal Core Abilities - 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

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

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

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 WARD keyword is used in the following Idoneth Deepkin warscrolls:

© Vyacheslav Maltsev 2013-2024