Idoneth Deepkin – Akhelian Morrsarr Guard

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IDONETH DEEPKIN WARSCROLL
Akhelian Morrsarr Guard
14"
4
4+
1
The Akhelian Guard are the elite cavalry of the Idoneth armies. Mounted atop Fangmora Eels, these warriors fight in a loose formation ideal for rapid assaults and sudden retreats. Unlike their Namarti kin, they are born with full souls, granting them longer lifespans and higher ranks within the Idoneth hosts. Their Fangmora mounts are graceful and agile, able to twist along rocky seabeds and through gaps in an enemy spear-wall. Moreover, they are infamously bloodthirsty, tearing through prey with their bone-crunching fangs and delivering wicked whip-crack blows with their tails. Most impressive of all is their ability to generate an electric charge that can stun even large targets, leaving them ripe for devouring. Armed with voltspears and galv-shields, the Morrsarr Guard function as heavy shock cavalry, their fearsome weapons channelling the powerful electrical energy given off by the Fangmoras. This shockwave is loosed moments before the Morrsarr crash into the enemy, blasting the front ranks even as the Akhelians’ spears strike home. The Morrsarr are more than capable of engaging in extended melee, but their real strength is in that initial, overwhelming charge. Idoneth war stories tell of formations of Morrsarr Guard so large that the brightness of their combined voltaic blasts left the entire enemy army blinded and reeling.
IDONETH DEEPKIN WARSCROLL
Akhelian Morrsarr Guard
MELEE WEAPONS
AtkHitWndRndDmg
Voltspear [Anti-INFANTRY (+1 Rend), Charge (+1 Damage)]
Voltspear
Anti-INFANTRY (+1 Rend), Charge (+1 Damage)
23+4+11
Fangmora’s Fangs and Lashing Tail [Companion]
Fangmora’s Fangs and Lashing Tail
Companion
34+3+1D3
BATTLE PROFILE

Unit Size: 3      Points: 170
Base size: 60 × 35mm
Can be reinforced: Yes

Any Charge Phase
BIOVOLTAIC BLAST: The biovoltaic energy produced by Fangmora Eels is stored by Morrsarr Guard, ready to be discharged as a bolt of energy 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.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/3), STANDARD BEARER (1/3), FLY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN
1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

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

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32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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’).
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).
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!
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.

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

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

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

3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Idoneth Deepkin warscrolls:

© Vyacheslav Maltsev 2013-2025