Idoneth Deepkin – Isharann Tidecaster

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IDONETH DEEPKIN WARSCROLL
Isharann Tidecaster
6"
5
5+
2
Isharann Tidecasters are the Idoneth’s most potent frontline wizards, capable of directing the surging currents of the ethersea in order to alter the momentum of battle or to steal the very breath from their foes.
IDONETH DEEPKIN WARSCROLL
Isharann Tidecaster
MELEE WEAPONS
AtkHitWndRndDmg
Pelagic Staff
Pelagic Staff43+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Isharann Emissary, Any NAMARTI

Once Per Turn (Army), Your Hero Phase
MASTER OF THE ETHERSEA: A Tidecaster can manipulate the ethersea like no other.

Declare: Make an Isharann ritual roll of D6.

Effect: On a 3+, pick 1 of the following effects to apply until the start of your next turn:

Creeping Mist: Friendly IDONETH DEEPKIN units cannot be targeted by shooting attacks unless the attacking model is within 12" of them.

Surging Stream: Add 1 to run rolls and charge rolls for friendly IDONETH DEEPKIN units.

Spiteful Riptide: Each time an enemy unit uses a RETREAT ability, after the effect of that ability has been resolved, inflict D3 mortal damage on that unit.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, IDONETH DEEPKIN, AELF, ISHARANN
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
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.

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

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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).
Those HEROES can join an eligible regiment as a Isharann Emissary.

Infantry Hero
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

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

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

Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

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