Idoneth Deepkin – Scourge of Aqshy Isharann Tidecaster

This warscroll does not meet the selection criteria (see Settings tab).
IDONETH DEEPKIN WARSCROLL
Scourge of Aqshy Isharann Tidecaster
6"
5
5+
2
True masters of the ethersea, Isharann Tidecasters can manipulate this eldritch ocean to protect their allies and destroy their foes. They bring the Searing Sea to the Charrwind Coast, ensuring it is they who control the ebb and flow of battle.
IDONETH DEEPKIN WARSCROLL
Scourge of Aqshy 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 IDONETH DEEPKIN
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2026-27 battlepack.

Once Per Turn (Army), Your Hero Phase
MASTER OF THE ETHERSEA: The Tidecaster channels and manipulates the deep-sea magic of the ethersea in order to empower and defend their kin.

Declare: Pick a visible friendly IDONETH DEEPKIN unit wholly within 12" of this unit to be the target.

Effect: If the target is NAMARTI, pick 1 of the following effects to apply until the start of your next turn. Otherwise, make an Isharann ritual roll of D6. On a 3+, pick 1 of the following effects to apply until the start of your next turn.

Torrent of Blows: Pick 1 of the target’s melee weapons. That weapon has Crit (2 Hits).

Protection of the Waves: While this unit is within 3" of and visible to the target, both units have WARD (5+).

Frenzy of the Ethersea: For each unmodified hit roll of 1 for a combat attack that targets that friendly unit, inflict 1 mortal damage on the attacking unit after the FIGHT ability has been resolved.

KEYWORDS
HERO, WIZARD (1), INFANTRY
ORDER, IDONETH DEEPKIN, AELF, ISHARANN

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

Army List
Warscrolls collated

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
13.1 Fight Abilities
Abilities with the FIGHT keyword follow a different sequence to other abilities. When the players are using
Combat Phase
abilities as described in 13.0, they cannot use FIGHT abilities.

After the players have finished using
Combat Phase
abilities that are not FIGHT abilities, they must alternate picking 1 eligible unit to use a FIGHT ability, starting with the active player. Each unit in combat must use a FIGHT ability if it is able to.

Once a player has no more units that are eligible to use a FIGHT ability, the other player continues to pick units that are eligible to use a FIGHT ability, one after another, until there are no more units that are eligible to use a FIGHT ability.

  • The active player uses Combat Phase abilities that are not FIGHT abilities, then the opponent does the same.
  • Players alternate picking a unit to use a FIGHT ability, starting with the active player.
  • Each unit must use a FIGHT ability if it is able to.
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.

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
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
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.
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).
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
© Vyacheslav Maltsev 2013-2026