Idoneth Deepkin – Cyreni’s Razors

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IDONETH DEEPKIN WARSCROLL
Cyreni’s Razors
6"
2
5+
1
A true master of the abyss, Cyreni leads her guards through the most inhospitable of places in search of precious soulstuff. She wields the power of a Tidecaster with crushing pressure and an icy chill, having trained in the art of soul-magic in Ulgu’s depths. Cyreni’s guards are hand-picked from the most skilled of the Namarti warrior caste. Clad in thick armour, their wicked serrated glaives can tear the guts out of their foes. Alongside them swims Cephanyr, a creature of the deep capable of sensing soulstuff from great distances.
IDONETH DEEPKIN WARSCROLL
Cyreni’s Razors
MELEE WEAPONS
AtkHitWndRndDmg
Cephanyr’s Tentacles [Companion]
Cephanyr’s Tentacles
Companion
64+3+-1
Lanmari Weapons
Lanmari Weapons23+4+11
BATTLE PROFILE

Unit Size: 4      Points: 120
MODELBASE SIZE
Cephanyr40mm
Renglaith and Alathyrr32mm
Can be reinforced: No
Notes: This unit cannot be reinforced.

The models in this unit are:
  • Cyreni of the Abyss (champion, armed with Lanmari Weapons)
  • Alathyrr (armed with Lanmari Weapons)
  • Renglaith (armed with Lanmari Weapons)
  • Cephanyr (armed with Cephanyr’s Tentacles)


Any Combat Phase
PHASE INK: Cephanyr emits a cloud of ink as black as the abyss that shrouds the enemy and sows confusion.

Declare: If this unit’s Cephanyr is on the battlefield, pick an enemy unit in combat with this unit to be the target.

Effect: Roll a dice. On a 3+, the target has STRIKE-LAST for the rest of the turn.

Passive
CYRENI OF THE ABYSS: As a Tidecaster, Cyreni can draw upon the swirling currents of the ethersea in battle.

Effect: While this unit’s Cyreni of the Abyss is on the battlefield, it has WIZARD (1).

KEYWORDS
UNIQUE, INFANTRY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN, NAMARTI
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.

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

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

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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’).
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
© Vyacheslav Maltsev 2013-2024