Idoneth Deepkin – Eidolon of Mathlann, Aspect of the Storm

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IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Storm
10"
12
3+
5
In extreme situations where the existence of their enclave is threatened, the Soul Wardens will sanction the conjuration of an Eidolon of Mathlann. Joining in solemn ritual, they call upon the spirits of deceased Idoneth to rise and defend the living. Like phosphorescent algae, the glittering essences within the soul-reef will coalesce, taking the appearance of a mighty aelven god of the sea, with weapon in hand and a cloak of icy seawater cascading from its regal armour. Vicious aquatic life gathers around this avatar to attack any that draw near. When an Eidolon of Mathlann is summoned in the aspect of the storm, it appears swelling like a tidal wave before crashing into the foe. Here is the power of the sea as destroyer, a manifestation of anger that has been pent up for so long that its release is unstoppable. In this form, the Eidolon’s mere presence is enough to fill nearby Idoneth with a fierce urge to bring ruin to their enemies. Its spear of repressed fury crackles with power. This phantom weapon is composed wholly of soul-energy, its blade honed by countless years of suppressed battle-lust. In its other hand, the Eidolon wields a barbed crulhook, with which it snares foes before dragging them into the deeps.
IDONETH DEEPKIN WARSCROLL
Eidolon of Mathlann
Aspect of the Storm
MELEE WEAPONS
AtkHitWndRndDmg
Stormshoal’s Fangs [Companion]
Stormshoal’s Fangs
Companion
64+4+-1
Spear of Repressed Fury and Crulhook [Charge (+1 Damage)]
Spear of Repressed Fury and Crulhook
Charge (+1 Damage)
63+2+22
BATTLE PROFILE

Unit Size: 1      Points: 320
Base size: 100mm
Can be reinforced: No
Regiment Options: 0-1 Isharann Emissary, Any IDONETH DEEPKIN

Passive
DRENCH WITH HATE: The mere presence of an Eidolon in its warrior aspect is enough to imbue nearby Idoneth with a fierce and bitter hate.

Effect: Add 1 to wound rolls for combat attacks made by friendly IDONETH DEEPKIN units while they are wholly within 12" of this unit.

Passive
CRASHING UPON THE FOE: The Eidolon surges up into the sky before crashing down like a tidal wave, reforming to dive again and again until nothing is left of the enemy.

Effect: This unit can use CHARGE abilities even if it used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on this unit by RETREAT abilities.

Once Per Turn (Army), Any Charge Phase
PULLED INTO THE DEPTHS: The viciously barbed crulhook can ensnare unfortunate foes.

Declare: Pick an enemy HERO 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.
KEYWORDSRAMPAGE

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

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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’).
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.

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:

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
This HERO can join an eligible regiment as a Isharann Emissary.

Infantry Hero
Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.

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

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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.
© Vyacheslav Maltsev 2013-2024