Idoneth Deepkin – Gloomtide Shipwreck

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IDONETH DEEPKIN WARSCROLL
Gloomtide Shipwreck
-
7
4+
-
When the Idoneth Deepkin go to war, they bring their supernatural sea with them. Ethereal creatures, fish and corals flicker into existence, while features of the seabed appear all over the battlefield. A Gloomtide Shipwreck is a manifestation within this ethersea, a wreck of spectral wood that is the avatar of a myriad sunken vessels given form. This barnacle-encrusted ruin swarms with vicious deep-sea denizens, their shoals providing nearby Idoneth with cover from which to launch their attacks. Some wrecks drift into being naturally upon the ethersea’s currents. Other times, an Isharann mage might use their lilting magics to coax one into arriving with the ethereal tide. To the Deepkin, the appearance of a Gloomtide Shipwreck during battle is seen as a sign of good fortune because of the haven it provides for attacking Idoneth. Enemies that veer too close to this eerie wreck quickly find themselves assaulted by the predatory sea creatures that use it as their lair, the marine animals recognising the floundering presence of foes as a threat to their territory. The most skilled of Isharann mages will deliberately incite carnivorous fish to harass and distract enemies, lending a measure of cover to those Idoneth nearby so they may launch pinpoint attacks with impunity.
IDONETH DEEPKIN WARSCROLL
Gloomtide Shipwreck
The following universal terrain abilities apply to this terrain feature (Terrain, 1.2):

Cover, Impassable, Obscuring

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

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.

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).

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.
Impassable
Models cannot move across, be set up on or end moves on any part of this terrain feature.
Obscuring
A unit cannot be targeted by shooting attacks if it is behind or wholly on this terrain feature, unless it has the FLY keyword.
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 1/2" of an enemy faction terrain feature as if it were a unit.
  • They can be picked as targets of enemy abilities as if they were units. They are not affected by enemy abilities that do not involve picking targets.
  • Damage points can be inflicted on them as if they were units and they can be destroyed.
  • If a terrain feature has any melee or ranged weapons, it can use the ‘Fight’ and ‘Shoot’ Core 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).

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.
© Vyacheslav Maltsev 2013-2024