Idoneth Deepkin – Akhelian Morrsarr Guard

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SPEARHEAD WARSCROLL
Akhelian Morrsarr Guard
14"
4
4+
1
Swift and hard-hitting, Morrsarr Guard are the shock cavalry of the Akhelian warrior caste. Carried by their fearsomely swift Fangmora Eel steeds, the lowered voltspears of these elite riders strike with devastating force, unleashing a concentrated pulse of biovoltaic energy on impact.
SPEARHEAD WARSCROLL
Akhelian Morrsarr Guard
MELEE WEAPONS
AtkHitWndRndDmg
Voltspear [Charge (+1 Damage)]
Voltspear
Charge (+1 Damage)
23+4+11
Fangmora’s Fangs and Lashing Tail [Companion]
Fangmora’s Fangs and Lashing Tail
Companion
34+3+1D3
Once Per Battle, 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 force 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, FLY

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Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (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).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
© Vyacheslav Maltsev 2013-2026