Idoneth Deepkin – Lotann, Warden of the Soul Ledgers

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IDONETH DEEPKIN WARSCROLL
Lotann
Warden of the Soul Ledgers
6"
5
5+
2
The Soul Wardens are some of the most revered within Idoneth society, for it is their sacred duty to maintain the chorrileums – the crystalline reefs in which the essences of long-dead aelves are kept safe from the eyes of hungry gods. Chosen for their analytical minds and reverence for their ancestors, the Soul Wardens tend to these beautiful structures, keeping a careful eye on the spirits interred within and employing them when necessary for the betterment of their enclave. Lotann of the Ionrach is the most famed of these solemn chroniclers. Holding the title of Warden of the Soul Ledgers, Lotann has marched to war alongside all of the enclaves in his time, cataloguing every spirit they harvested and each that escaped their grasp. Few understand the true purpose of Lotann’s exhausting work, though some whisper that it is his crushing duty to record every act of predation carried out by the Deepkin so that they might one day atone for their deeds. Eschewing the more physical aspects of battle as crude distraction, Lotann employs a multi-limbed, highly intelligent Ochtar familiar to protect him from foes that move in close. The Ochtar is capable of aiding him in his counting whilst keeping enemies at a safe distance with a serrated blade and spiked cudgel.
IDONETH DEEPKIN WARSCROLL
Lotann
Warden of the Soul Ledgers
MELEE WEAPONS
AtkHitWndRndDmg
Ochtar’s Tentacles and Weapons [Companion]
Ochtar’s Tentacles and Weapons
Companion
84+4+11
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 40mm
Can be reinforced: No
Regiment Options: Any IDONETH DEEPKIN
Notes: This HERO can join an eligible regiment as an Isharann Emissary.

Passive
CATALOGUE OF SOULS: The Soul Wardens keep records of the souls that are harvested by the phalanxes. Their presence in a battle encourages Idoneth warriors to fight all the harder, reminding them of the plight that awaits their race should they fail to meet their quota of spirit-essence.

Effect: Add 3 to the control scores of friendly IDONETH DEEPKINunits while they are wholly within 12" of this unit.

Passive
FOUNT OF WILLPOWER: Such is Lotann’s obsessive commitment to his duty that his willpower bleeds out into the ethersea, a potent magical force that can be drawn upon to empower his fellow Isharann.

Effect: Add 1 to casting rolls for friendly ISHARANN units while they are wholly within 12" of this unit.

KEYWORDS
UNIQUE, HERO, INFANTRY
ORDER, IDONETH DEEPKIN, AELF, ISHARANN

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

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32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
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.

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 (such as named characters) may say that they can be added to the regiment of another HERO.
Those HEROES can join an eligible regiment as a Isharann Emissary.

Infantry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

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

© Vyacheslav Maltsev 2013-2025