Idoneth Deepkin – Ikon of the Sea

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IDONETH DEEPKIN WARSCROLL
Ikon of the Sea
7"
6
4+
2
Channelling the unfathomable calm and foreboding immensity of the deepest waters, Ikons of the Sea surge into battle alongside their Idoneth kin, overwhelming the enemy with their unwavering focus and terrifying momentum. To witness such martial perfection is an inspiration to any Idoneth warrior.
IDONETH DEEPKIN WARSCROLL
Ikon of the Sea
MELEE WEAPONS
AtkHitWndRndDmg
Tidal Glaive [Charge (+1 Damage)]
Tidal Glaive
Charge (+1 Damage)
53+3+12
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: Any IDONETH DEEPKIN
Notes: This HERO can join an eligible regiment as an Akhelian Raidmaster.

Passive
RAPID APPROACH: Moving with liquid speed and uncanny agility, the Ikon is on its foes before they have a chance to react.

Effect: This unit can use a RUN ability and still use CHARGE abilities later in the turn.

Once Per Turn (Army), Your Charge Phase
THE SURGING SEA: The Ikon’s aura of calm yet fearsome power sweeps up nearby Idoneth, carrying them into battle like a racing current.

Declare: Pick this unit and up to 1 friendly IDONETH DEEPKIN unit within this unit’s combat range to be the targets.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for the targets, to a maximum of 3.

KEYWORDS
HERO, INFANTRY
ORDER, IDONETH DEEPKIN, AELF, AKHELIAN
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.

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Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a Hero. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non‑HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES may say that they can be added to the regiment of another HERO in place of a non-HERO unit in that regiment.
Those HEROES can join an eligible regiment as a Akhelian Raidmaster.

Infantry Hero
14.3 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

© Vyacheslav Maltsev 2013-2025