Idoneth Deepkin – Gloomtide Shipwreck

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IDONETH DEEPKIN WARSCROLL
Gloomtide Shipwreck
-
7
4+
0
A Gloomtide Shipwreck is a supernatural manifestation in the ethersea, a barnacle-encrusted ruin swarming with vicious deep-sea creatures that provides nearby Idoneth with cover from which to launch their attacks.
IDONETH DEEPKIN WARSCROLL
Gloomtide Shipwreck
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Obscuring

Deployment Phase
RISE FROM THE DEPTHS: Ancient wreckages adrift in the great currents of the ethersea provide a haven for Idoneth.

Declare: This ability must be used instead of the ‘Deploy Faction Terrain’ ability.

Effect: Set up this faction terrain either as 1 terrain feature consisting of 2 scenery pieces (that must be set up within 3" of each other) or as 2 separate terrain features. Set up each terrain feature wholly within friendly territory and more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.

If this faction terrain is set up as 1 terrain feature consisting of 2 scenery pieces, it has a Health characteristic of 14 instead of 7.
KEYWORDSDEPLOY TERRAIN

Passive
GUARDIANS OF THE DEEP: Shoals of small sea creatures infest this wreck, instinctively swarming out to shield Idoneth Deepkin that are nearby.

Effect: Add 1 to save rolls for friendly IDONETH DEEPKIN INFANTRY and CAVALRY units while they are wholly within 6" of this terrain feature.

Passive
PHANTASMAL RUIN: Gloomtide Shipwrecks are apparitions of sunken vessels filled with ethereal creatures that strike out at those who stray too close.

Effect: Models can pass through this terrain feature but cannot be set up on or end moves on any part of this terrain feature.

Each time an enemy unit ends a move that passed through or across this terrain feature, roll a D3. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

KEYWORDS
FACTION TERRAIN
ORDER, IDONETH DEEPKIN

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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).
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 CAVALRY keyword is used in the following Idoneth Deepkin warscrolls:

Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Obscuring
While every model in a non-MONSTER unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit's weapons is halved (rounding down to the nearest inch).
1.5 Faction Terrain
Some factions have special terrain features called faction terrain features. Faction terrain features have their own warscrolls. They are not considered to be units, with the following exceptions:
  • In the combat phase, they are treated as if they were units for the purposes of movement, combat range and being in combat. Units can finish a charge move within ½" of an enemy faction terrain feature as if it were a unit.
  • They are affected by all enemy abilities as if they were units.
  • They can be damaged in the same manner as units. However, when they are removed from play, they count as being demolished instead of slain or destroyed (this means that they do not count as destroyed units for the purposes of abilities, scoring battle tactics etc.).
  • Faction terrain features cannot contest objectives even while they are garrisoned.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘ShootCORE abilities as if it were a unit.
  • Terrain features that have a Move characteristic of 0" (‘-’) cannot move (note that pile-in moves are a type of move).
  • Faction terrain features with a Move characteristic greater than ‘-’ are treated as if they were units in all phases for the purposes of movement, combat range, being in combat and setting up terrain features, other manifestations and other units.

Some faction terrain features allow you to place a unit on them (this will be clearly specified in that terrain feature’s rules). When doing so, instead of measuring range or visibility to and from the unit that is on that terrain feature, measure to and from the terrain feature instead. Unless otherwise specified, units on a faction terrain feature cannot use FIGHT abilities.

If a unit placed on a terrain feature is removed from it (e.g. if an ability removes them from the battlefield), that unit counts as having left that terrain feature and loses any special role or benefits it had as a result of being placed on it.

The Citadel Terrain List shows the number of scenery pieces each terrain feature can consist of. If you are using terrain features that are not included on that list, agree with your opponent before setting up the battlefield how many scenery pieces make up each terrain feature.
32.0 Objectives
Many battleplans award victory points for controlling objectives, which are represented by objective markers. Unless otherwise specified, objective markers are round and 40mm wide. Models can move over and end their moves on objective markers. If an objective marker is on the border between territories, it is within all those territories but wholly within none of them. Objective markers don’t block visibility.
Deployment Phase
DEPLOY FACTION TERRAIN: The army has taken to the field surrounding an important and powerful landmark.

Declare: Pick a friendly faction terrain feature that has not been deployed to be the target.

Effect: Set up the target faction terrain feature wholly within friendly territory, more than 3" from all objectives and other terrain features. After you have done so, it has been deployed.
KEYWORDSDEPLOY TERRAIN
© Vyacheslav Maltsev 2013-2025